Use smooth (aliased) lines and points when available in hardware.
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ea177f6744
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907b99a669
1 changed files with 6 additions and 3 deletions
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@ -215,7 +215,7 @@ FGRenderer::init( void ) {
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// if fastest fog requested, or if flat shading force fastest
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// if fastest fog requested, or if flat shading force fastest
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glHint ( GL_FOG_HINT, GL_FASTEST );
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glHint ( GL_FOG_HINT, GL_FASTEST );
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} else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
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} else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
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glHint ( GL_FOG_HINT, GL_NICEST );
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glHint ( GL_FOG_HINT, GL_DONT_CARE );
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}
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}
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if ( fgGetBool("/sim/rendering/wireframe") ) {
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if ( fgGetBool("/sim/rendering/wireframe") ) {
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// draw wire frame
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// draw wire frame
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@ -226,9 +226,12 @@ FGRenderer::init( void ) {
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glFrontFace ( GL_CCW );
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glFrontFace ( GL_CCW );
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// Just testing ...
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// Just testing ...
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// glEnable(GL_POINT_SMOOTH);
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glEnable(GL_POINT_SMOOTH);
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// glEnable(GL_LINE_SMOOTH);
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glEnable(GL_LINE_SMOOTH);
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// glEnable(GL_POLYGON_SMOOTH);
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// glEnable(GL_POLYGON_SMOOTH);
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glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
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glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
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glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
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}
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}
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