A patch from Frederic Bouvier which performs z-buffer ordering of the cloud layers to prevent transparency problems with other (se mi) transparent objects. Good work Frederic!
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@@ -169,8 +169,47 @@ 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() {
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void SGSky::preDraw( float alt ) {
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ssgCullAndDraw( pre_root );
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float slop = 5.0; // if we are closer than this to a cloud layer,
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// don't draw clouds
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int in_cloud = -1; // cloud we are in
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int i;
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// check where we are relative to the cloud layers
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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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if ( alt < asl - slop ) {
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// below cloud layer
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} else if ( alt < asl + thickness + slop ) {
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// in cloud layer
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// bail now and don't draw any clouds
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in_cloud = i;
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} else {
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// above cloud layer
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}
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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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{
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++pos;
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}
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// draw the cloud layers that are above us, top to bottom
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for ( i = cloud_layers.size() - 1; i >= 0; --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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}
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@@ -209,33 +248,11 @@ void SGSky::postDraw( float alt ) {
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++pos;
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}
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if ( pos == 0 ) {
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// we are below all the cloud layers, draw top to bottom
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for ( i = cloud_layers.size() - 1; i >= 0; --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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} else if ( pos >= (int)cloud_layers.size() ) {
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// we are above all the cloud layers, draw bottom to top
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for ( i = 0; i < (int)cloud_layers.size(); ++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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} else {
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// we are between cloud layers, draw lower layers bottom to
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// top and upper layers top to bottom
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for ( i = 0; i < 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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for ( i = cloud_layers.size() - 1; i >= 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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// draw the cloud layers that are below us, bottom to top
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for ( i = 0; i < (int)cloud_layers.size(); ++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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}
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@@ -324,8 +324,9 @@ public:
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* Draw background portions of the sky ... do this before you draw
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* the rest of your scene. See discussion in detailed
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* class description.
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* @param alt current altitude
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*/
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void preDraw();
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void preDraw( float alt );
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/**
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* Draw translucent clouds ... do this after you've drawn all the
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