FG_USING_STD(less);
-#if 0
-// Material property class
-class FGMaterialSlotold {
-
-private:
-
- FGMaterial m;
-
- // ssg stage structure
- ssgStateSelector *state;
- bool state_valid;
-
-public:
-
- // Constructor
- FGMaterialSlotold ( void );
-
- // Destructor
- ~FGMaterialSlotold ( void );
-
- // friend istream& operator >> ( istream& in, FGMaterialSlot& m );
-
- inline FGMaterial get_m() const { return m; }
- inline void set_m( FGMaterial new_m ) { m = new_m; }
-
- // ssg state
- inline ssgStateSelector *get_state() { return state; }
- inline void set_state( ssgStateSelector *s ) { state = s; }
- inline bool get_state_valid() const { return state_valid; }
- inline void set_state_valid( bool flag ) { state_valid = flag; }
-};
-#endif
-
-
// Material management class
class FGMaterialLib {
// Constructor
FGNewMat::FGNewMat ( void ) {
+ wrapu = wrapv = 1;
}
material_name = mat_name;
texture_name = tex_name;
xsize = ysize = 0;
+ wrapu = wrapv = 1;
alpha = 0;
ambient[0] = ambient[1] = ambient[2] = ambient[3] = 1.0;
diffuse[0] = diffuse[1] = diffuse[2] = diffuse[3] = 1.0;
textured->enable( GL_TEXTURE_2D );
textured->disable( GL_BLEND );
textured->disable( GL_ALPHA_TEST );
- textured->setTexture( (char *)tex_file.c_str() );
+ textured->setTexture( (char *)tex_file.c_str(), wrapu, wrapv );
+ cout << "wrap u = " << wrapu << " wrapv = " << wrapv << endl;
textured->enable( GL_COLOR_MATERIAL );
textured->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
textured->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
in >> token >> m.xsize;
} else if ( token == "ysize" ) {
in >> token >> m.ysize;
+ } else if ( token == "wrapu" ) {
+ in >> token >> m.wrapu;
+ } else if ( token == "wrapv" ) {
+ in >> token >> m.wrapv;
} else if ( token == "ambient" ) {
in >> token >> m.ambient[0] >> m.ambient[1]
>> m.ambient[2] >> m.ambient[3];