#include <osg/ShadeModel>
#include <osg/PrimitiveSet>
#include <osg/CullFace>
+#include <osgDB/Registry>
#include <simgear/debug/logstream.hxx>
#include <simgear/scene/util/OsgMath.hxx>
+#include <simgear/scene/util/SGReaderWriterOptions.hxx>
#include <simgear/scene/util/VectorArrayAdapter.hxx>
#include <simgear/scene/material/Effect.hxx>
#include <simgear/scene/material/EffectGeode.hxx>
// initialize the sky object and connect it into our scene graph
osg::Node*
-SGSkyDome::build( double hscale, double vscale ) {
+SGSkyDome::build( double hscale, double vscale, simgear::SGReaderWriterOptions *options ) {
EffectGeode* geode = new EffectGeode;
// Geode* geode = new Geode;
geode->setName("Skydome");
geode->setCullingActive(false); // Prevent skydome from being culled away
- Effect *effect = makeEffect("Effects/skydome", true);
+ Effect *effect = makeEffect("Effects/skydome", true, options);
if(effect)
geode->setEffect(effect);