Fix an NVidia problem by moving the hack to another location.
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@@ -168,7 +168,7 @@ bool SGSky::reposition( SGSkyState &st, double dt )
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// draw background portions of the sky ... do this before you draw the
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// rest of your scene.
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void SGSky::preDraw( float alt ) {
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void SGSky::preDraw( float alt, float fog_exp2_density ) {
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ssgCullAndDraw( pre_root );
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// if we are closer than this to a cloud layer, don't draw clouds
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@@ -200,15 +200,15 @@ void SGSky::preDraw( float alt ) {
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{
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++cur_layer_pos;
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}
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}
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void SGSky::drawUpperClouds( float fog_exp2_density ) {
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// FIXME: This should not be needed, but at this time (08/15/2003)
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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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}
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void SGSky::drawUpperClouds( ) {
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// draw the cloud layers that are above us, top to bottom
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for ( int i = (int)cloud_layers.size() - 1; i >= cur_layer_pos; --i ) {
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if ( i != in_cloud ) {
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@@ -334,7 +334,7 @@ public:
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* class description.
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* @param alt current altitude
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*/
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void preDraw( float alt );
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void preDraw( float alt, float fog_exp2_density );
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/**
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* Draw upper translucent clouds ... do this before you've drawn
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@@ -342,7 +342,7 @@ public:
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* detailed class description.
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* @param fog_exp2_density fog density of the current cloud layer
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*/
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void drawUpperClouds( float fog_exp2_density );
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void drawUpperClouds();
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/**
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* Draw lower translucent clouds ... do this after you've drawn
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