Fix an NVidia problem by moving the hack to another location.

This commit is contained in:
ehofman
2004-04-02 19:44:04 +00:00
parent 7aa4f0ccdb
commit 6e0e056ca7
2 changed files with 5 additions and 5 deletions

View File

@@ -168,7 +168,7 @@ bool SGSky::reposition( SGSkyState &st, double dt )
// draw background portions of the sky ... do this before you draw the
// rest of your scene.
void SGSky::preDraw( float alt ) {
void SGSky::preDraw( float alt, float fog_exp2_density ) {
ssgCullAndDraw( pre_root );
// if we are closer than this to a cloud layer, don't draw clouds
@@ -200,15 +200,15 @@ void SGSky::preDraw( float alt ) {
{
++cur_layer_pos;
}
}
void SGSky::drawUpperClouds( float fog_exp2_density ) {
// FIXME: This should not be needed, but at this time (08/15/2003)
// 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 );
}
void SGSky::drawUpperClouds( ) {
// draw the cloud layers that are above us, top to bottom
for ( int i = (int)cloud_layers.size() - 1; i >= cur_layer_pos; --i ) {
if ( i != in_cloud ) {

View File

@@ -334,7 +334,7 @@ public:
* class description.
* @param alt current altitude
*/
void preDraw( float alt );
void preDraw( float alt, float fog_exp2_density );
/**
* Draw upper translucent clouds ... do this before you've drawn
@@ -342,7 +342,7 @@ public:
* detailed class description.
* @param fog_exp2_density fog density of the current cloud layer
*/
void drawUpperClouds( float fog_exp2_density );
void drawUpperClouds();
/**
* Draw lower translucent clouds ... do this after you've drawn