Actually use the calculated position in the layer list. This prevents the use of glDepthMask(). Clean up the code some.
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@@ -179,6 +179,7 @@ void SGSky::preDraw( float alt ) {
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int i;
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// check where we are relative to the cloud layers
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in_cloud = -1;
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for ( i = 0; i < (int)cloud_layers.size(); ++i ) {
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float asl = cloud_layers[i]->getElevation_m();
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float thickness = cloud_layers[i]->getThickness_m();
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@@ -196,22 +197,19 @@ void SGSky::preDraw( float alt ) {
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}
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// determine rendering order
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int pos = 0;
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while ( pos < (int)cloud_layers.size() &&
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alt > cloud_layers[pos]->getElevation_m())
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cur_layer_pos = 0;
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while ( cur_layer_pos < (int)cloud_layers.size() &&
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alt > cloud_layers[cur_layer_pos]->getElevation_m())
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{
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++pos;
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++cur_layer_pos;
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}
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// draw the cloud layers that are above us, top to bottom
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glDepthMask( GL_FALSE );
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for ( i = (int)cloud_layers.size() - 1; i >= 0; --i ) {
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for ( i = (int)cloud_layers.size() - 1; i >= cur_layer_pos; --i ) {
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if ( i != in_cloud ) {
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cloud_layers[i]->draw();
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}
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}
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glDepthMask( GL_TRUE );
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}
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@@ -219,30 +217,13 @@ void SGSky::preDraw( float alt ) {
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// oapaque elements of your scene.
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void SGSky::postDraw( float alt ) {
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// if we are closer than this to a cloud layer, don't draw clouds
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static const float slop = 5.0;
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int i;
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// determine rendering order
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int pos = 0;
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while ( pos < (int)cloud_layers.size() &&
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alt > cloud_layers[pos]->getElevation_m())
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{
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++pos;
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}
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// draw the cloud layers that are below us, bottom to top
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glDepthMask( GL_FALSE );
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for ( i = 0; i < (int)cloud_layers.size(); ++i ) {
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for ( int i = 0; i < cur_layer_pos; ++i ) {
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if ( i != in_cloud ) {
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cloud_layers[i]->draw();
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}
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}
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glDepthMask( GL_TRUE );
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in_cloud = -1;
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}
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void
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@@ -219,8 +219,8 @@ private:
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float visibility;
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float effective_visibility;
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// which is the cloud layer we are in
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int in_cloud;
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int cur_layer_pos;
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// near cloud visibility state variables
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bool in_puff;
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