if (mat)
eg->setEffect(mat->get_effect());
eg->addDrawable(geometry);
+ eg->runGenerators(geometry); // Generate extra data needed by effect
if (group)
group->addChild(eg);
}
std::vector<SGVec3f>::iterator j;
for (j = randomPoints.begin(); j != randomPoints.end(); ++j) {
-
- // Apply a random scaling factor and texture index.
- float scale = (mt_rand(&seed) + mt_rand(&seed)) / 2.0f + 0.5f;
- int v = (int) (mt_rand(&seed) * mat->get_tree_varieties());
- if (v == mat->get_tree_varieties()) v--;
- randomForest.insert(*j, v, scale);
+ randomForest.insert(*j);
}
}
}
i < tileGeometryBin.randomModels.getNumModels(); i++) {
SGMatModelBin::MatModel obj
= tileGeometryBin.randomModels.getMatModel(i);
- osg::Node* node = sgGetRandomModel(obj.model);
+ osg::Node* node = sgGetRandomModel(obj.model, seed);
// Create a matrix to place the object in the correct
// location, and then apply the rotation matrix created
// above, with an additional random heading rotation if appropriate.
osg::Matrix transformMat;
- transformMat = osg::Matrix::translate(obj.position.osg());
+ transformMat = osg::Matrix::translate(toOsg(obj.position));
if (obj.model->get_heading_type() == SGMatModel::HEADING_RANDOM) {
// Rotate the object around the z axis.
double hdg = mt_rand(&seed) * M_PI * 2;
// The toplevel transform for that tile.
osg::MatrixTransform* transform = new osg::MatrixTransform;
transform->setName(path);
- transform->setMatrix(osg::Matrix::rotate(hlOr.osg())*
- osg::Matrix::translate(center.osg()));
+ transform->setMatrix(osg::Matrix::rotate(toOsg(hlOr))*
+ osg::Matrix::translate(toOsg(center)));
transform->addChild(terrainGroup);
if (lightGroup->getNumChildren() > 0) {
osg::LOD* lightLOD = new osg::LOD;