Updates for the bump-mapped 2d cloud code.
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1 changed files with 4 additions and 2 deletions
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@ -258,7 +258,8 @@ void fgInitVisuals( void ) {
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// For HiRes screen Dumps using Brian Pauls TR Library
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// For HiRes screen Dumps using Brian Pauls TR Library
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void trRenderFrame( void ) {
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void trRenderFrame( void ) {
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#ifdef FG_ENABLE_MULTIPASS_CLOUDS
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#ifdef FG_ENABLE_MULTIPASS_CLOUDS
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bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds");
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bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
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!SGCloudLayer::enable_bump_mapping; // ugly artefact now
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#else
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#else
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bool multi_pass_clouds = false;
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bool multi_pass_clouds = false;
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#endif
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#endif
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@ -383,7 +384,8 @@ void fgRenderFrame() {
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bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
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bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
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bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
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bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
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#ifdef FG_ENABLE_MULTIPASS_CLOUDS
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#ifdef FG_ENABLE_MULTIPASS_CLOUDS
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bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds");
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bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
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!SGCloudLayer::enable_bump_mapping; // ugly artefact now
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#else
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#else
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bool multi_pass_clouds = false;
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bool multi_pass_clouds = false;
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#endif
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#endif
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