@@ -277,13 +277,7 @@ void ModelRanger::Sensor::Visualize(ModelRanger::Vis *vis, ModelRanger *rgr) con
277277 const double sample_fov = fov / sample_count;
278278
279279 if (vis->showTransducers ) {
280- // draw the sensor body as a rectangle in a darker version of the body color
281- // Color col( rgr->color );
282- // col.r /= 3.0;
283- // col.g /= 3.0;
284- // col.b /= 3.0;
285- rgr->PushColor (color);
286-
280+ rgr->PushColor (color);
287281 glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
288282 glRectf (-size.x / 2.0 , -size.y / 2.0 , size.x / 2.0 , size.y / 2.0 );
289283 rgr->PopColor ();
@@ -356,7 +350,7 @@ void ModelRanger::Sensor::Visualize(ModelRanger::Vis *vis, ModelRanger *rgr) con
356350 glDepthMask (GL_FALSE);
357351 glPolygonMode (GL_FRONT, GL_FILL);
358352 Color c = color;
359- c.a = 0.35 ; // some alpha
353+ c.a = 0.1 ; // some alpha
360354 rgr->PushColor (c);
361355
362356 glBegin ( GL_POLYGON );
@@ -373,23 +367,6 @@ void ModelRanger::Sensor::Visualize(ModelRanger::Vis *vis, ModelRanger *rgr) con
373367 }
374368
375369 if (vis->showStrikes ) {
376- // TODO - paint the stike point in a color based on intensity
377- // // if the sample is unusually bright, draw a
378- // little blob
379- // if( intensities[s] > 0.0 )
380- // {
381- // // this happens rarely so we can
382- // do
383- // it in immediate mode
384- // glBegin( GL_POINTS );
385- // glVertex2f( pts[2*s+2],
386- // pts[2*s+3]
387- // );
388- // glEnd();
389- // }
390-
391- // draw the beam strike points
392- // c.a = 0.8;
393370 rgr->PushColor (Color::blue); // solid color
394371 glPointSize (2 );
395372
@@ -400,32 +377,7 @@ void ModelRanger::Sensor::Visualize(ModelRanger::Vis *vis, ModelRanger *rgr) con
400377
401378 rgr->PopColor ();
402379 }
403-
404- // if( vis->showBeams ) {
405- // Color c = color;
406-
407- // // darker version of the same color
408- // c.r /= 2.0;
409- // c.g /= 2.0;
410- // c.b /= 2.0;
411- // c.a = 1.0;
412-
413- // rgr->PushColor( c );
414- // glBegin( GL_LINES );
415-
416- // for( size_t s(0); s<sample_count; s++ ) {
417- // glVertex2f( 0,0 );
418- // double ray_angle( sample_count == 1 ? 0 : (s * (fov /
419- // (sample_count-1))) - fov/2.0 );
420- // glVertex2f( ranges[s] * cos(ray_angle),
421- // ranges[s] * sin(ray_angle) );
422- // }
423- // glEnd();
424-
425- // rgr->PopColor();
426- // }
427-
428- // rgr->PopColor();
380+
429381 glPopMatrix ();
430382}
431383
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