Activate the driver fog workaround again. It doesn't seem to be solved yet.
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@@ -65,7 +65,7 @@ static int sgMoonOrbPostDraw( ssgEntity *e ) {
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// Some drivers don't properly reset glBendFunc with a
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// glPopAttrib() so we reset it to the 'default' here.
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// glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
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glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
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glPopAttrib();
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// cout << "pop error = " << glGetError() << endl;
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@@ -175,7 +175,7 @@ void SGSky::preDraw( float alt, float fog_exp2_density ) {
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// certain NVidia drivers don't seem to implement
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// glPushAttrib(FG_FOG_BIT) properly. The result is that
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// there is not fog when looking at the sun.
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// glFogf ( GL_FOG_DENSITY, fog_exp2_density );
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glFogf ( GL_FOG_DENSITY, fog_exp2_density );
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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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