// Load an Binary obj file
ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t,
- ssgVertexArray *lights, const bool is_base)
+ ssgVertexArray *lights, const bool is_base)
{
int i;
ssgBranch *object = new ssgBranch();
object->setName( (char *)name.c_str() );
- double offset = name.length() / 2.0;
+ double width = name.length() / 3.0;
string material = name + ".rgb";
int_list vertex_index; vertex_index.clear();
int_list tex_index; tex_index.clear();
- nodes.push_back( Point3D( -offset, 0, 0.25 ) );
- nodes.push_back( Point3D( offset + 1, 0, 0.25 ) );
- nodes.push_back( Point3D( -offset, 0, 1.25 ) );
- nodes.push_back( Point3D( offset + 1, 0, 1.25 ) );
+ nodes.push_back( Point3D( -width, 0, 0.25 ) );
+ nodes.push_back( Point3D( width + 1, 0, 0.25 ) );
+ nodes.push_back( Point3D( -width, 0, 1.25 ) );
+ nodes.push_back( Point3D( width + 1, 0, 1.25 ) );
normals.push_back( Point3D( 0, -1, 0 ) );
normals.push_back( Point3D( 0, -1, 0 ) );