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Added far clip plane to fragment clipping calculations and tie this to

weather->visibility.  This way you can increase framerates by increasing
for and lowering visibility.
This commit is contained in:
curt 1998-07-20 12:51:26 +00:00
parent a6f9590baf
commit adee4bc151

View file

@ -45,6 +45,7 @@
#include <Math/mat3.h>
#include <Math/polar3d.hxx>
#include <Math/vector.hxx>
#include <Weather/weather.h>
#include "material.hxx"
#include "obj.hxx"
@ -249,6 +250,11 @@ static int viewable( fgPoint3d *cp, double radius ) {
return(0);
}
// Check far clip plane
if ( eye[2] + radius < -current_weather.visibility ) {
return(0);
}
// check right clip plane (from eye perspective)
// y = m * (x - x0) = equation of a line intercepting X axis at x0
x1 = v->cos_fov_x * radius;
@ -371,9 +377,9 @@ void fgTileMgrRender( void ) {
t = c->GetTile(index);
// calculate tile offset
x = t->offset.x = t->center.x - scenery.center.x;
y = t->offset.y = t->center.y - scenery.center.y;
z = t->offset.z = t->center.z - scenery.center.z;
x = (t->offset.x = t->center.x - scenery.center.x);
y = (t->offset.y = t->center.y - scenery.center.y);
z = (t->offset.z = t->center.z - scenery.center.z);
m = t->model_view;
for ( j = 0; j < 16; j++ ) {
@ -553,6 +559,11 @@ void fgTileMgrRender( void ) {
// $Log$
// Revision 1.26 1998/07/20 12:51:26 curt
// Added far clip plane to fragment clipping calculations and tie this to
// weather->visibility. This way you can increase framerates by increasing
// for and lowering visibility.
//
// Revision 1.25 1998/07/13 21:02:01 curt
// Wrote access functions for current fgOPTIONS.
//