Don't force ground lighting to have the same limited visibility as runway
lighting.
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98dca16794
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1 changed files with 3 additions and 0 deletions
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@ -222,6 +222,7 @@ static GLfloat fog_exp_density;
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static GLfloat fog_exp2_density;
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static GLfloat rwy_exp2_punch_through;
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static GLfloat taxi_exp2_punch_through;
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static GLfloat ground_exp2_punch_through;
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#ifdef FG_NETWORK_OLK
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ssgSelector *fgd_sel = NULL;
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@ -467,6 +468,7 @@ void fgRenderFrame() {
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fog_exp_density = m_log01 / actual_visibility;
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fog_exp2_density = sqrt_m_log01 / actual_visibility;
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ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
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if ( actual_visibility < 8000 ) {
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rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
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taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
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@ -801,6 +803,7 @@ void fgRenderFrame() {
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#endif
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// draw ground lighting
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glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
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ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
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if ( fgGetBool("/sim/rendering/skyblend") ) {
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