Add a property to be able to turn the bump-mapped cloud code on and off at runtime.
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parent
8beb280625
commit
14d28907dd
2 changed files with 16 additions and 5 deletions
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@ -1587,6 +1587,10 @@ bool fgInitSubsystems() {
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globals->add_subsystem("lighting", new FGLight);
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globals->add_subsystem("lighting", new FGLight);
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//////////////////////////////////////////////////////////////////////
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// Initialize the 2D cloud subsystem.
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////////////////////////////////////////////////////////////////////
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fgGetNode("/sim/rendering/bump-mapping", true);
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#ifdef FG_USE_CLOUDS_3D
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#ifdef FG_USE_CLOUDS_3D
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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@ -331,7 +331,7 @@ void trRenderFrame( void ) {
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// and update the stencil buffer with 1
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// and update the stencil buffer with 1
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glEnable( GL_STENCIL_TEST );
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glEnable( GL_STENCIL_TEST );
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glStencilFunc( GL_ALWAYS, 1, 1 );
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glStencilFunc( GL_ALWAYS, 1, 1 );
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glStencilOp( GL_REPLACE, GL_REPLACE, GL_REPLACE );
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glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
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}
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}
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FGTileMgr::set_tile_filter( false );
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FGTileMgr::set_tile_filter( false );
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sgSetModelFilter( true );
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sgSetModelFilter( true );
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@ -701,7 +701,7 @@ void fgRenderFrame() {
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// and update the stencil buffer with 1
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// and update the stencil buffer with 1
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glEnable( GL_STENCIL_TEST );
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glEnable( GL_STENCIL_TEST );
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glStencilFunc( GL_ALWAYS, 1, 1 );
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glStencilFunc( GL_ALWAYS, 1, 1 );
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glStencilOp( GL_REPLACE, GL_REPLACE, GL_REPLACE );
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glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
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}
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}
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FGTileMgr::set_tile_filter( false );
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FGTileMgr::set_tile_filter( false );
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sgSetModelFilter( true );
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sgSetModelFilter( true );
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@ -1018,6 +1018,8 @@ static void fgMainLoop( void ) {
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// static const SGPropertyNode *replay_master
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// static const SGPropertyNode *replay_master
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// = fgGetNode("/sim/freeze/replay", true);
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// = fgGetNode("/sim/freeze/replay", true);
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SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping",true);
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// Update the elapsed time.
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// Update the elapsed time.
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static bool first_time = true;
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static bool first_time = true;
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if ( first_time ) {
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if ( first_time ) {
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@ -1770,8 +1772,13 @@ bool fgMainInit( int argc, char **argv ) {
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// build our custom render states
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// build our custom render states
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fgBuildRenderStates();
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fgBuildRenderStates();
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// pass control off to the master event handler
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try {
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fgOSMainLoop();
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// pass control off to the master event handler
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fgOSMainLoop();
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} catch (...) {
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SG_LOG( SG_ALL, SG_ALERT,
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"Unknown exception in the main loop. Aborting..." );
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}
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// we never actually get here ... but to avoid compiler warnings,
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// we never actually get here ... but to avoid compiler warnings,
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// etc.
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// etc.
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