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Don't just disable depth buffer writes but instead disable the depth test all together

This commit is contained in:
ehofman 2003-09-16 16:27:01 +00:00
parent 174852f01e
commit 0f6e4e1c74
2 changed files with 2 additions and 11 deletions

View file

@ -69,7 +69,7 @@ FGMagRibbon::draw ()
t.setCrop(xoffset, yoffset, xoffset + 0.5, yoffset + 0.25);
glPushAttrib(GL_DEPTH_BUFFER_BIT);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
FGTexturedLayer::draw();
glPopAttrib();
}

View file

@ -379,7 +379,7 @@ FGPanel::draw()
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
sgVec4 panel_color;
sgCopyVec4( panel_color, cur_light_params.scene_diffuse );
if ( fgGetDouble("/systems/electrical/outputs/instrument-lights") > 1.0 ) {
@ -426,10 +426,6 @@ FGPanel::draw()
instrument_list_type::const_iterator current = _instruments.begin();
instrument_list_type::const_iterator end = _instruments.end();
// Don't let the instruments be visible trhought the roof of the c310-3d
// This does hurt the magnetic compass in the default c172-3d,
// but we need a real 3d compass anyway.
glPolygonOffset(-1, -5*POFF_UNITS);
for ( ; current != end; current++) {
FGPanelInstrument * instr = *current;
glPushMatrix();
@ -441,15 +437,11 @@ FGPanel::draw()
// Draw yellow "hotspots" if directed to. This is a panel authoring
// feature; not intended to be high performance or to look good.
if ( fgGetBool("/sim/panel-hotspots") ) {
glPushAttrib(GL_ALL_ATTRIB_BITS);
glDisable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
glColor3f(1, 1, 0);
for ( unsigned int i = 0; i < _instruments.size(); i++ )
_instruments[i]->drawHotspots();
glPopAttrib();
}
@ -784,7 +776,6 @@ FGLayeredInstrument::draw ()
for (int i = 0; i < (int)_layers.size(); i++) {
glPushMatrix();
// glPolygonOffset(-1, -POFF_UNITS*(i+2));
_layers[i]->draw();
glPopMatrix();
}