From d254b2a331df0062dd5fd9c1014da71bed753c63 Mon Sep 17 00:00:00 2001
From: david <david>
Date: Sat, 13 Apr 2002 12:11:27 +0000
Subject: [PATCH] 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).

---
 src/Model/acmodel.cxx | 11 +++++++----
 1 file changed, 7 insertions(+), 4 deletions(-)

diff --git a/src/Model/acmodel.cxx b/src/Model/acmodel.cxx
index 159969c2a..16c1f1c56 100644
--- a/src/Model/acmodel.cxx
+++ b/src/Model/acmodel.cxx
@@ -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);
   }