Tweaks ...
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ac2c904dc6
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3 changed files with 21 additions and 5 deletions
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@ -169,7 +169,10 @@ int fgMATERIAL_MGR::load_lib ( void ) {
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// set the texture parameters for this texture
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xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ) ;
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xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ) ;
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xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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GL_LINEAR );
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// xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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// GL_NEAREST_MIPMAP_NEAREST );
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xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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/* GL_LINEAR */
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/* GL_NEAREST_MIPMAP_LINEAR */
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@ -300,6 +303,9 @@ fgMATERIAL_MGR::~fgMATERIAL_MGR ( void ) {
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// $Log$
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// Revision 1.13 1998/08/24 20:11:39 curt
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// Tweaks ...
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//
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// Revision 1.12 1998/08/12 21:41:27 curt
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// Need to negate the test for textures so that textures aren't loaded when
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// they are disabled rather than visa versa ... :-)
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@ -288,14 +288,16 @@ int fgFRAGMENT::intersect( fgPoint3d *end0, fgPoint3d *end1, int side_flag,
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// check to see if intersection point is in the bounding
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// cube of the face
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#ifdef XTRA_DEBUG_STUFF
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xmin = fg_min3 (p1[0], p2[0], p3[0]);
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xmax = fg_max3 (p1[0], p2[0], p3[0]);
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ymin = fg_min3 (p1[1], p2[1], p3[1]);
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ymax = fg_max3 (p1[1], p2[1], p3[1]);
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zmin = fg_min3 (p1[2], p2[2], p3[2]);
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zmax = fg_max3 (p1[2], p2[2], p3[2]);
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// printf("bounding cube = %.2f,%.2f,%.2f %.2f,%.2f,%.2f\n",
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// xmin, ymin, zmin, xmax, ymax, zmax);
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printf("bounding cube = %.2f,%.2f,%.2f %.2f,%.2f,%.2f\n",
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xmin, ymin, zmin, xmax, ymax, zmax);
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#endif
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// punt if outside bouding cube
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if ( x < (xmin = fg_min3 (p1[0], p2[0], p3[0])) ) {
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continue;
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@ -448,7 +450,10 @@ fgTILE::~fgTILE ( void ) {
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// $Log$
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// Revision 1.8 1998/08/22 14:49:58 curt
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// Revision 1.9 1998/08/24 20:11:39 curt
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// Tweaks ...
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//
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// Revision 1.8 1998/08/22 14:49:58 curt
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// Attempting to iron out seg faults and crashes.
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// Did some shuffling to fix a initialization order problem between view
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// position, scenery elevation.
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@ -671,13 +671,18 @@ void fgTileMgrRender( void ) {
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xglPopMatrix();
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v->tris_rendered = total_faces;
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fgPrintf( FG_TERRAIN, FG_DEBUG, "Rendered %d polygons this frame.\n",
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total_faces);
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}
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// $Log$
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// Revision 1.30 1998/08/22 14:49:59 curt
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// Revision 1.31 1998/08/24 20:11:40 curt
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// Tweaks ...
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//
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// Revision 1.30 1998/08/22 14:49:59 curt
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// Attempting to iron out seg faults and crashes.
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// Did some shuffling to fix a initialization order problem between view
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// position, scenery elevation.
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