Smarter vasi/papi coloring.
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3d7f467c61
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a80b033104
1 changed files with 18 additions and 18 deletions
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@ -398,9 +398,9 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
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}
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}
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if ( general.get_glDepthBits() > 16 ) {
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if ( general.get_glDepthBits() > 16 ) {
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sgScaleVec3( lift_vec, 0.0 + agl / 500.0 );
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sgScaleVec3( lift_vec, 0.25 + agl / 400.0 + agl*agl / 5000000.0 );
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} else {
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} else {
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sgScaleVec3( lift_vec, 0.0 + agl / 150.0 );
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sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
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}
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}
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sgVec3 lt_trans;
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sgVec3 lt_trans;
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@ -432,9 +432,9 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
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}
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}
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if ( general.get_glDepthBits() > 16 ) {
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if ( general.get_glDepthBits() > 16 ) {
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sgScaleVec3( lift_vec, 0.0 + agl / 500.0 );
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sgScaleVec3( lift_vec, 0.01 + agl / 400.0 + agl*agl / 5000000.0 );
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} else {
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} else {
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sgScaleVec3( lift_vec, 0.0 + agl / 150.0 );
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sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
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}
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}
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sgVec3 lt_trans;
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sgVec3 lt_trans;
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@ -472,9 +472,9 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
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}
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}
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if ( general.get_glDepthBits() > 16 ) {
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if ( general.get_glDepthBits() > 16 ) {
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sgScaleVec3( lift_vec, 0.0 + agl / 500.0 );
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sgScaleVec3( lift_vec, 0.01 + agl / 400.0 + agl*agl / 5000000.0 );
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} else {
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} else {
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sgScaleVec3( lift_vec, 0.0 + agl / 150.0 );
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sgScaleVec3( lift_vec, 0.25 + agl / 150.0 );
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}
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}
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sgVec3 lt_trans;
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sgVec3 lt_trans;
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@ -514,7 +514,10 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
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double dist = sgdDistanceVec3( s, d );
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double dist = sgdDistanceVec3( s, d );
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double cur_alt = globals->get_current_view()->getAltitudeASL_ft() * SG_FEET_TO_METER;
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if ( dist < 10000 ) {
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double cur_alt
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= globals->get_current_view()->getAltitudeASL_ft()
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* SG_FEET_TO_METER;
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double y = cur_alt - vasi->get_alt_m();
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double y = cur_alt - vasi->get_alt_m();
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@ -525,10 +528,7 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
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angle = 0.0;
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angle = 0.0;
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}
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}
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if ( angle * SG_RADIANS_TO_DEGREES < 3.0 ) {
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vasi->set_color(angle * SG_RADIANS_TO_DEGREES);
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vasi->set_color(0.0);
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} else {
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vasi->set_color(1.0);
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}
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}
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// cout << " dist = " << dist
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// cout << " dist = " << dist
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// << " angle = " << angle * SG_RADIANS_TO_DEGREES
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// << " angle = " << angle * SG_RADIANS_TO_DEGREES
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