Don't use glGet because of performance issues

This commit is contained in:
ehofman
2003-08-15 17:44:36 +00:00
parent 93b747f1ba
commit 2e1accc0f3

View File

@@ -49,15 +49,6 @@
#include "sphere.hxx"
#include "oursun.hxx"
// FIXME: This should not be needed, but at this time (08/15/2003)
// certain NVidia drivers don't seem to implement
// fgPushAttrib(FG_FOG_BIT) properly. The result is that
// there is not fog when looking at the sun.
#ifndef SG_PROPER_FOG_SUPPORT
static float curFogDensity;
#endif
// Set up sun rendering call backs
static int sgSunOrbPreDraw( ssgEntity *e ) {
/* cout << endl << "Sun orb pre draw" << endl << "----------------"
@@ -95,10 +86,6 @@ static int sgSunHaloPreDraw( ssgEntity *e ) {
ssgLeaf *f = (ssgLeaf *)e;
if ( f -> hasState () ) f->getState()->apply() ;
#ifndef SG_PROPER_FOG_SUPPORT
glGetFloatv( GL_FOG_DENSITY, &curFogDensity );
#endif
glPushAttrib( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
// cout << "push error = " << glGetError() << endl;
@@ -117,10 +104,6 @@ static int sgSunHaloPostDraw( ssgEntity *e ) {
glPopAttrib();
// cout << "pop error = " << glGetError() << endl;
#ifndef SG_PROPER_FOG_SUPPORT
glFogf( GL_FOG_DENSITY, curFogDensity );
#endif
// glEnable( GL_DEPTH_TEST );
// glEnable( GL_FOG );