cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Z, image);
osg::StateSet* state;
- state = SGMakeState(texture_path, "overcast.rgb", "overcast_n.rgb");
+ state = SGMakeState(texture_path, "overcast.png", "overcast_n.png");
layer_states[SG_CLOUD_OVERCAST] = state;
- state = SGMakeState(texture_path, "overcast_top.rgb", "overcast_top_n.rgb");
+ state = SGMakeState(texture_path, "overcast_top.png", "overcast_top_n.png");
layer_states2[SG_CLOUD_OVERCAST] = state;
- state = SGMakeState(texture_path, "broken.rgba", "broken_n.rgb");
+ state = SGMakeState(texture_path, "broken.png", "broken_n.png");
layer_states[SG_CLOUD_BROKEN] = state;
layer_states2[SG_CLOUD_BROKEN] = state;
- state = SGMakeState(texture_path, "scattered.rgba", "scattered_n.rgb");
+ state = SGMakeState(texture_path, "scattered.png", "scattered_n.png");
layer_states[SG_CLOUD_SCATTERED] = state;
layer_states2[SG_CLOUD_SCATTERED] = state;
- state = SGMakeState(texture_path, "few.rgba", "few_n.rgb");
+ state = SGMakeState(texture_path, "few.png", "few_n.png");
layer_states[SG_CLOUD_FEW] = state;
layer_states2[SG_CLOUD_FEW] = state;
- state = SGMakeState(texture_path, "cirrus.rgba", "cirrus_n.rgb");
+ state = SGMakeState(texture_path, "cirrus.png", "cirrus_n.png");
layer_states[SG_CLOUD_CIRRUS] = state;
layer_states2[SG_CLOUD_CIRRUS] = state;
osg::ref_ptr<osgDB::ReaderWriter::Options> options
= makeOptionsFromPath(path);
- osg::Texture2D* texture = SGLoadTexture2D("moon.rgba", options.get());
+ osg::Texture2D* texture = SGLoadTexture2D("moon.png", options.get());
stateSet->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
osg::TexEnv* texEnv = new osg::TexEnv;
texEnv->setMode(osg::TexEnv::MODULATE);
SGPath cloud_path;
cloud_path.set(tex_path);
- cloud_path.append("cl_cumulus.rgb");
+ cloud_path.append("cl_cumulus.png");
// OSGFIXME
// cloudTextures[ CLTexture_cumulus ] = new osg::Texture2D( cloud_path.str().c_str(), false, false, false );
cloudTextures[ CLTexture_cumulus ] = new osg::Texture2D;
cloud_path.set(tex_path);
- cloud_path.append("cl_stratus.rgb");
+ cloud_path.append("cl_stratus.png");
// OSGFIXME
// cloudTextures[ CLTexture_stratus ] = new ssgTexture( cloud_path.str().c_str(), false, false, false );
cloudTextures[ CLTexture_stratus ] = new osg::Texture2D;
stateSet->setRenderBinDetails(-6, "RenderBin");
// set up the sun-state
- osg::Texture2D* texture = SGLoadTexture2D("sun.rgba", options.get());
+ osg::Texture2D* texture = SGLoadTexture2D("sun.png", options.get());
stateSet->setTextureAttributeAndModes(0, texture);
// Build scenegraph
stateSet = geode->getOrCreateStateSet();
stateSet->setRenderBinDetails(-7, "RenderBin");
- texture = SGLoadTexture2D("inner_halo.rgba", options.get());
+ texture = SGLoadTexture2D("inner_halo.png", options.get());
stateSet->setTextureAttributeAndModes(0, texture);
// Build ssg structure
stateSet = geode->getOrCreateStateSet();
stateSet->setRenderBinDetails(-8, "RenderBin");
- texture = SGLoadTexture2D("outer_halo.rgba", options.get());
+ texture = SGLoadTexture2D("outer_halo.png", options.get());
stateSet->setTextureAttributeAndModes(0, texture);
// Build ssg structure