Class OGLGeoElevationGrid

java.lang.Object
All Implemented Interfaces:
org.j3d.aviatrix3d.NodeUpdateListener, VRMLNode, FrameStateListener, VRMLComponentGeometryNodeType, VRMLGeometryNodeType, VRMLNodeType, OGLGeometryNodeType, OGLVRMLNode, OriginListener

public class OGLGeoElevationGrid extends BaseGeoElevationGrid implements OGLGeometryNodeType, org.j3d.aviatrix3d.NodeUpdateListener, OriginListener
OpenGL implementation of an GeoElevationGrid

In order to handle colorPerVertex=FALSE and normalPerVertex=FALSE we have to two representations. Under normal conditions(TRUE,TRUE) we can use TriStrips. Otherwise we must revert back to Quads to get the right coloring. Issues: If you specify normalPerVertex = FALSE but colorPerVertex = TRUE then the colorInterpolation is different then Cosmo/Cortona. Is it wrong, hard to say. CreaseAngle is not supported. All terrains are smooth shaded. Not sure ccw handling is correct. TODO: Needed Observers: color, normal, texCoord

Version:
$Revision: 1.11 $
Author:
Justin Couch