Activate the driver fog workaround again. It doesn't seem to be solved yet.

This commit is contained in:
ehofman
2004-01-29 18:25:55 +00:00
parent b2a7975493
commit 34b5c1a1b9
2 changed files with 2 additions and 2 deletions

View File

@@ -65,7 +65,7 @@ static int sgMoonOrbPostDraw( ssgEntity *e ) {
// Some drivers don't properly reset glBendFunc with a
// glPopAttrib() so we reset it to the 'default' here.
// glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
glPopAttrib();
// cout << "pop error = " << glGetError() << endl;

View File

@@ -175,7 +175,7 @@ void SGSky::preDraw( float alt, float fog_exp2_density ) {
// certain NVidia drivers don't seem to implement
// glPushAttrib(FG_FOG_BIT) properly. The result is that
// there is not fog when looking at the sun.
// glFogf ( GL_FOG_DENSITY, fog_exp2_density );
glFogf ( GL_FOG_DENSITY, fog_exp2_density );
// if we are closer than this to a cloud layer, don't draw clouds
static const float slop = 5.0;