1
0
Fork 0

Use smooth (aliased) lines and points when available in hardware.

This commit is contained in:
ehofman 2006-01-21 12:07:40 +00:00
parent ea177f6744
commit 907b99a669

View file

@ -215,7 +215,7 @@ FGRenderer::init( void ) {
// if fastest fog requested, or if flat shading force fastest // if fastest fog requested, or if flat shading force fastest
glHint ( GL_FOG_HINT, GL_FASTEST ); glHint ( GL_FOG_HINT, GL_FASTEST );
} else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) { } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
glHint ( GL_FOG_HINT, GL_NICEST ); glHint ( GL_FOG_HINT, GL_DONT_CARE );
} }
if ( fgGetBool("/sim/rendering/wireframe") ) { if ( fgGetBool("/sim/rendering/wireframe") ) {
// draw wire frame // draw wire frame
@ -226,9 +226,12 @@ FGRenderer::init( void ) {
glFrontFace ( GL_CCW ); glFrontFace ( GL_CCW );
// Just testing ... // Just testing ...
// glEnable(GL_POINT_SMOOTH); glEnable(GL_POINT_SMOOTH);
// glEnable(GL_LINE_SMOOTH); glEnable(GL_LINE_SMOOTH);
// glEnable(GL_POLYGON_SMOOTH); // glEnable(GL_POLYGON_SMOOTH);
glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
} }