Match the changes in SimGear to fix an NVidia problem.
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7c616bb5bd
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1 changed files with 7 additions and 5 deletions
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@ -299,8 +299,9 @@ void trRenderFrame( void ) {
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// we need a white diffuse light for the phase of the moon
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ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
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thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
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thesky->drawUpperClouds( fog_exp2_density );
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thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
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fog_exp2_density );
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thesky->drawUpperClouds();
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// draw the ssg scene
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// return to the desired diffuse color
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@ -613,7 +614,8 @@ void fgRenderFrame() {
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// we need a white diffuse light for the phase of the moon
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ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
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thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
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thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
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fog_exp2_density );
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// return to the desired diffuse color
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ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
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}
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@ -638,7 +640,7 @@ void fgRenderFrame() {
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// Disable depth buffer update, draw the clouds
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glDepthMask( GL_FALSE );
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thesky->drawUpperClouds( fog_exp2_density );
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thesky->drawUpperClouds();
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if ( multi_pass_clouds ) {
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thesky->drawLowerClouds();
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}
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@ -662,7 +664,7 @@ void fgRenderFrame() {
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glDepthMask( GL_FALSE );
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glStencilFunc( GL_EQUAL, 1, 1 );
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glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
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thesky->drawUpperClouds( fog_exp2_density );
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thesky->drawUpperClouds();
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thesky->drawLowerClouds();
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glDepthMask( GL_TRUE );
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glDisable( GL_STENCIL_TEST );
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