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Don't force ground lighting to have the same limited visibility as runway

lighting.
This commit is contained in:
curt 2002-11-26 16:01:39 +00:00
parent 98dca16794
commit 3aa5e5fcdf

View file

@ -222,6 +222,7 @@ static GLfloat fog_exp_density;
static GLfloat fog_exp2_density;
static GLfloat rwy_exp2_punch_through;
static GLfloat taxi_exp2_punch_through;
static GLfloat ground_exp2_punch_through;
#ifdef FG_NETWORK_OLK
ssgSelector *fgd_sel = NULL;
@ -467,6 +468,7 @@ void fgRenderFrame() {
fog_exp_density = m_log01 / actual_visibility;
fog_exp2_density = sqrt_m_log01 / actual_visibility;
ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
if ( actual_visibility < 8000 ) {
rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5);
taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5);
@ -801,6 +803,7 @@ void fgRenderFrame() {
#endif
// draw ground lighting
glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
if ( fgGetBool("/sim/rendering/skyblend") ) {