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Fixed a recently introduced bug which cause the ground lighting to be

wrongly "lifted" a very, very, very large amount more than it was supposed
to be.  I guess the moral of the story is what goes up, must come down. :-)
This commit is contained in:
curt 2002-04-16 06:33:56 +00:00
parent 39cba9139c
commit bd9b1c7558

View file

@ -790,8 +790,11 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
// z-buffer fighting. We do this based on our altitude and
// the distance this tile is away from scenery center.
// sgVec3 up;
// sgCopyVec3( up, globals->get_current_view()->get_world_up() );
// we expect 'up' to be a unit vector coming in, but since we
// modify the value of lift_vec, we need to create a local
// copy.
sgVec3 lift_vec;
sgCopyVec3( lift_vec, up );
double agl;
if ( current_aircraft.fdm_state ) {
@ -809,15 +812,15 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
double dist = sgLengthVec3( to );
if ( general.get_glDepthBits() > 16 ) {
sgScaleVec3( up, 10.0 + agl / 100.0 + dist / 10000 );
sgScaleVec3( lift_vec, 10.0 + agl / 100.0 + dist / 10000 );
} else {
sgScaleVec3( up, 10.0 + agl / 20.0 + dist / 5000 );
sgScaleVec3( lift_vec, 10.0 + agl / 20.0 + dist / 5000 );
}
sgVec3 lt_trans;
sgCopyVec3( lt_trans, sgTrans );
sgAddVec3( lt_trans, up );
sgAddVec3( lt_trans, lift_vec );
gnd_lights_transform->setTransform( lt_trans );
// select which set of lights based on sun angle
@ -838,8 +841,8 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
// z-buffer fighting. We do this based on our altitude and
// the distance this tile is away from scenery center.
sgVec3 up;
sgCopyVec3( up, globals->get_current_view()->get_world_up() );
sgVec3 lift_vec;
sgCopyVec3( lift_vec, up );
double agl;
if ( current_aircraft.fdm_state ) {
@ -857,15 +860,15 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
double dist = sgLengthVec3( to );
if ( general.get_glDepthBits() > 16 ) {
sgScaleVec3( up, 0.0 + agl / 100.0 + dist / 10000 );
sgScaleVec3( lift_vec, 0.0 + agl / 100.0 + dist / 10000 );
} else {
sgScaleVec3( up, 1.0 + agl / 20.0 + dist / 5000 );
sgScaleVec3( lift_vec, 1.0 + agl / 20.0 + dist / 5000 );
}
sgVec3 lt_trans;
sgCopyVec3( lt_trans, sgTrans );
sgAddVec3( lt_trans, up );
sgAddVec3( lt_trans, lift_vec );
rwy_lights_transform->setTransform( lt_trans );
// select which set of lights based on sun angle
@ -893,8 +896,8 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
// using GL_EXT_point_parameters
// This part is same as ground-lights code above by Curt
sgVec3 up1;
sgCopyVec3( up1, globals->get_current_view()->get_world_up() );
sgVec3 lift_vec;
sgCopyVec3( lift_vec, up );
double agl1;
if ( current_aircraft.fdm_state ) {
@ -912,11 +915,11 @@ void FGTileEntry::prep_ssg_node( const Point3D& p, sgVec3 up, float vis) {
double dist1 = sgLengthVec3( to1 );
if ( general.get_glDepthBits() > 16 ) {
sgScaleVec3( up1, 0.0 + agl1 / 2000.0 + dist1 / 10000 );
sgScaleVec3( lift_vec, 0.0 + agl1 / 2000.0 + dist1 / 10000 );
} else {
sgScaleVec3( up1, 0.0 + agl1 / 20.0 + dist1 / 5000 );
sgScaleVec3( lift_vec, 0.0 + agl1 / 20.0 + dist1 / 5000 );
}
sgAddVec3( sgTrans, up1 );
sgAddVec3( sgTrans, lift_vec );
lightmaps_transform->setTransform( sgTrans );
float sun_angle1 = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;