Tweak taxi light rendering so they don't look completely bogus at dusk.
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f29b5d98a1
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5c8e6a5841
2 changed files with 10 additions and 5 deletions
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@ -935,14 +935,16 @@ static void fgSetDistOrAltFromGlideSlope() {
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alt = fabs(od*tan(gs)) + apt_elev;
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fgSetDouble("/sim/presets/altitude-ft", alt);
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fgSetBool("/sim/presets/onground", false);
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SG_LOG(SG_GENERAL,SG_INFO, "Calculated altitude as: " << alt << " ft");
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SG_LOG( SG_GENERAL, SG_INFO, "Calculated altitude as: "
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<< alt << " ft" );
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} else if( fabs(gs) > 0.01 && alt > 0 && fabs(od) < 0.1) {
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// set offset-distance from glideslope and altitude
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od = (alt - apt_elev) / tan(gs);
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od *= -1*SG_FEET_TO_METER * SG_METER_TO_NM;
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fgSetDouble("/sim/presets/offset-distance", od);
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SG_LOG(SG_GENERAL, SG_INFO, "Calculated offset distance as: "
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<< od << " nm");
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fgSetBool("/sim/presets/onground", false);
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SG_LOG( SG_GENERAL, SG_INFO, "Calculated offset distance as: "
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<< od << " nm" );
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} else if( fabs(gs) > 0.01 ) {
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SG_LOG( SG_GENERAL, SG_ALERT,
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"Glideslope given but not altitude or offset-distance." );
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@ -767,7 +767,10 @@ void fgRenderFrame() {
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ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
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// change punch through and then draw taxi lighting
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glFogf (GL_FOG_DENSITY, taxi_exp2_punch_through);
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glFogf ( GL_FOG_DENSITY, fog_exp2_density );
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// sgVec3 taxi_fog;
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// sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
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// glFogfv ( GL_FOG_COLOR, taxi_fog );
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ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
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// clean up lighting
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@ -1548,7 +1551,7 @@ static bool fgMainInit( int argc, char **argv ) {
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cerr << endl << "Base package check failed ... " \
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<< "Found version " << base_version << " at: " \
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<< globals->get_fg_root() << endl;
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cerr << "Please upgrade to version" << required_version << endl;
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cerr << "Please upgrade to version: " << required_version << endl;
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exit(-1);
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}
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