Fix a problem where the upper cloud layers are draw
n with the sun punch through value
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1 changed files with 2 additions and 8 deletions
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@ -340,7 +340,7 @@ void trRenderFrame( void ) {
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// we need a white diffuse light for the phase of the moon
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ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
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thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
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thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER, fog_exp2_density );
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// draw the ssg scene
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// return to the desired diffuse color
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@ -676,16 +676,10 @@ void fgRenderFrame() {
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// we need a white diffuse light for the phase of the moon
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ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
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thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
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thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER, fog_exp2_density );
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// return to the desired diffuse color
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ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
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// FIXME: This should not be needed, but at this time (08/15/2003)
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// certain NVidia drivers don't seem to implement
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// fgPushAttrib(FG_FOG_BIT) properly. The result is that
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// there is not fog when looking at the sun.
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glFogf ( GL_FOG_DENSITY, fog_exp2_density );
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}
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// draw the ssg scene
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