SGPropertyNode *binding;
vector<SGPropertyNode_ptr>bindings = node->getChildren("binding");
- // button-less actions are fired initially, then fogotten
+ // button-less actions are fired initially
if (!node->hasValue("w") || !node->hasValue("h")) {
for (i = 0; i < bindings.size(); i++) {
FGBinding b(bindings[i]);
string type = node->getStringValue("type");
int w = node->getIntValue("w", -1);
int h = node->getIntValue("h", -1);
+ bool emissive = node->getBoolValue("emissive", false);
if (w != -1)
w = int(w * w_scale);
if (h != -1)
if (type == "texture") {
FGCroppedTexture texture = readTexture(node->getNode("texture"));
layer = new FGTexturedLayer(texture, w, h);
+ if (emissive) {
+ FGTexturedLayer *tl=(FGTexturedLayer*)layer;
+ tl->setEmissive(true);
+ }
+
}
// A group of sublayers.