#include <simgear/math/sg_random.h>
#include <simgear/scene/util/RenderConstants.hxx>
-#include <sg_inlines.h>
+#include <simgear/sg_inlines.h>
#include <osg/StateSet>
#include <osg/Depth>
moon->reposition( moon_ra, moon_dec, st.moon_dist );
for ( unsigned i = 0; i < cloud_layers.size(); ++i ) {
- if ( cloud_layers[i]->getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR ) {
+ if ( cloud_layers[i]->getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR ||
+ cloud_layers[i]->get_layer3D()->isDefined3D() ) {
cloud_layers[i]->reposition( zero_elev, view_up, lon, lat, alt, dt);
- } else
+ } else {
cloud_layers[i]->getNode()->setAllChildrenOff();
}
+ }
return true;
}
}
}
+bool SGSky::get_3dCloudWrap() const {
+ return SGCloudField::getWrap();
+}
+
+void SGSky::set_3dCloudWrap(bool wrap)
+{
+ SGCloudField::setWrap(wrap);
+}
+
+
void SGSky::texture_path( const string& path ) {
tex_path = SGPath( path );
}
}
if ( cloud_layers[i]->getCoverage() == SGCloudLayer::SG_CLOUD_CLEAR ||
- cloud_layers[i]->get_layer3D()->defined3D) {
+ cloud_layers[i]->get_layer3D()->isDefined3D()) {
// do nothing, clear layers aren't drawn, don't affect
// visibility andn dont' need to be faded in or out.
} else if ( (cloud_layers[i]->getCoverage() ==