Don't just disable depth buffer writes but instead disable the depth test all together
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174852f01e
commit
0f6e4e1c74
2 changed files with 2 additions and 11 deletions
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@ -69,7 +69,7 @@ FGMagRibbon::draw ()
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t.setCrop(xoffset, yoffset, xoffset + 0.5, yoffset + 0.25);
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glPushAttrib(GL_DEPTH_BUFFER_BIT);
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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FGTexturedLayer::draw();
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glPopAttrib();
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}
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@ -379,7 +379,7 @@ FGPanel::draw()
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glDepthMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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sgVec4 panel_color;
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sgCopyVec4( panel_color, cur_light_params.scene_diffuse );
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if ( fgGetDouble("/systems/electrical/outputs/instrument-lights") > 1.0 ) {
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@ -426,10 +426,6 @@ FGPanel::draw()
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instrument_list_type::const_iterator current = _instruments.begin();
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instrument_list_type::const_iterator end = _instruments.end();
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// Don't let the instruments be visible trhought the roof of the c310-3d
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// This does hurt the magnetic compass in the default c172-3d,
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// but we need a real 3d compass anyway.
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glPolygonOffset(-1, -5*POFF_UNITS);
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for ( ; current != end; current++) {
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FGPanelInstrument * instr = *current;
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glPushMatrix();
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@ -441,15 +437,11 @@ FGPanel::draw()
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// Draw yellow "hotspots" if directed to. This is a panel authoring
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// feature; not intended to be high performance or to look good.
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if ( fgGetBool("/sim/panel-hotspots") ) {
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_TEXTURE_2D);
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glColor3f(1, 1, 0);
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for ( unsigned int i = 0; i < _instruments.size(); i++ )
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_instruments[i]->drawHotspots();
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glPopAttrib();
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}
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@ -784,7 +776,6 @@ FGLayeredInstrument::draw ()
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for (int i = 0; i < (int)_layers.size(); i++) {
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glPushMatrix();
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// glPolygonOffset(-1, -POFF_UNITS*(i+2));
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_layers[i]->draw();
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glPopMatrix();
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}
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