Try to prevent z-buffer problems for video cards with a 16-bit depth buffer
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44fda9805b
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174852f01e
1 changed files with 3 additions and 2 deletions
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@ -379,6 +379,7 @@ FGPanel::draw()
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glCullFace(GL_BACK);
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glDepthMask(GL_FALSE);
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sgVec4 panel_color;
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sgVec4 panel_color;
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sgCopyVec4( panel_color, cur_light_params.scene_diffuse );
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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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if ( fgGetDouble("/systems/electrical/outputs/instrument-lights") > 1.0 ) {
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@ -428,7 +429,7 @@ FGPanel::draw()
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// Don't let the instruments be visible trhought the roof of the c310-3d
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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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// 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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// but we need a real 3d compass anyway.
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glDepthMask(GL_FALSE);
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glPolygonOffset(-1, -5*POFF_UNITS);
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for ( ; current != end; current++) {
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for ( ; current != end; current++) {
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FGPanelInstrument * instr = *current;
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FGPanelInstrument * instr = *current;
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glPushMatrix();
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glPushMatrix();
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@ -783,7 +784,7 @@ FGLayeredInstrument::draw ()
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for (int i = 0; i < (int)_layers.size(); i++) {
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for (int i = 0; i < (int)_layers.size(); i++) {
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glPushMatrix();
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glPushMatrix();
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glPolygonOffset(-1, -POFF_UNITS*(i+2));
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// glPolygonOffset(-1, -POFF_UNITS*(i+2));
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_layers[i]->draw();
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_layers[i]->draw();
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glPopMatrix();
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glPopMatrix();
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}
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}
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