-// done here and not in init() so we don't allocate a rendering context if it is
-// never used
-void FGODGauge::allocRT () {
- GLint colorBits = 0;
-// glGetIntegerv( GL_BLUE_BITS, &colorBits );
- textureWH = 256;
-// rt = new RenderTexture();
-// if( colorBits < 8 )
-// rt->Reset("rgba=5,5,5,1 ctt");
-// else
-// rt->Reset("rgba ctt");
-
-// if( rt->Initialize(256, 256, true) ) {
-// SG_LOG(SG_ALL, SG_INFO, "FGODGauge:Initialize sucessfull");
-// if (rt->BeginCapture())
-// {
-// SG_LOG(SG_ALL, SG_INFO, "FGODGauge:BeginCapture sucessfull, RTT available");
-// rtAvailable = true;
-// glViewport(0, 0, textureWH, textureWH);
-// glMatrixMode(GL_PROJECTION);
-// glLoadIdentity();
-// gluOrtho2D( -256.0, 256.0, -256.0, 256.0 );
-// glMatrixMode(GL_MODELVIEW);
-// glLoadIdentity();
-// glDisable(GL_LIGHTING);
-// glEnable(GL_COLOR_MATERIAL);
-// glDisable(GL_CULL_FACE);
-// glDisable(GL_FOG);
-// glDisable(GL_DEPTH_TEST);
-// glClearColor(0.0, 0.0, 0.0, 0.0);
-// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-// glBindTexture(GL_TEXTURE_2D, 0);
-// glEnable(GL_TEXTURE_2D);
-// glEnable(GL_ALPHA_TEST);
-// glAlphaFunc(GL_GREATER, 0.0f);
-// glDisable(GL_SMOOTH);
-// glEnable(GL_BLEND);
-// glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
-// rt->EndCapture();
-// } else
-// SG_LOG(SG_ALL, SG_WARN, "FGODGauge:BeginCapture failed, RTT not available, using backbuffer");
-// } else
-// SG_LOG(SG_ALL, SG_WARN, "FGODGauge:Initialize failed, RTT not available, using backbuffer");