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Ensure that the aircraft model is in the same clip plane as everything

else and *doesn't* clear the z-buffer when in external view; tighten
the far plane for internal view back to 100m to give us maximum
precision (this will be important for some instruments; I might even
move it to 50m).
This commit is contained in:
david 2002-04-13 12:11:27 +00:00
parent 6b71800829
commit d254b2a331

View file

@ -32,7 +32,7 @@ FGAircraftModel::FGAircraftModel ()
: _aircraft(0),
_scene(new ssgRoot),
_nearplane(0.01f),
_farplane(5000.0f)
_farplane(100.0f)
{
}
@ -89,10 +89,13 @@ FGAircraftModel::draw ()
// OK, now adjust the clip planes and draw
// FIXME: view number shouldn't be
// hard-coded.
int view_number = globals->get_viewmgr()->get_current();
if (_aircraft->getVisible()) {
glClearDepth(1);
glClear(GL_DEPTH_BUFFER_BIT);
ssgSetNearFar(_nearplane, _farplane);
if (view_number == 0) {
glClearDepth(1);
glClear(GL_DEPTH_BUFFER_BIT);
ssgSetNearFar(_nearplane, _farplane);
}
ssgCullAndDraw(_scene);
}