+// For HiRes screen Dumps using Brian Pauls TR Library
+void trRenderFrame( void ) {
+
+ if ( fgPanelVisible() ) {
+ GLfloat height = fgGetInt("/sim/startup/ysize");
+ GLfloat view_h =
+ (current_panel->getViewHeight() - current_panel->getYOffset())
+ * (height / 768.0) + 1;
+ glTranslatef( 0.0, view_h, 0.0 );
+ }
+
+ static double m_log01 = -log( 0.01 );
+ static double sqrt_m_log01 = sqrt( m_log01 );
+
+ static GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
+ static GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
+
+ fgLIGHT *l = &cur_light_params;
+
+ glClearColor(l->adj_fog_color[0], l->adj_fog_color[1],
+ l->adj_fog_color[2], l->adj_fog_color[3]);
+
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ // set the opengl state to known default values
+ default_state->force();
+
+ // update fog params
+ double actual_visibility = thesky->get_visibility();
+ // GLfloat fog_exp_density = m_log01 / actual_visibility;
+ GLfloat fog_exp2_density = sqrt_m_log01 / actual_visibility;
+ GLfloat fog_exp2_punch_through = sqrt_m_log01 / ( actual_visibility * 1.5 );
+
+ glEnable( GL_FOG );
+ glFogf ( GL_FOG_DENSITY, fog_exp2_density);
+ glFogi ( GL_FOG_MODE, GL_EXP2 );
+ glFogfv ( GL_FOG_COLOR, l->adj_fog_color );
+
+ // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
+ // we only update GL_AMBIENT for our lights we will never get
+ // a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
+ // explicitely to black.
+ glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
+
+ ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
+
+ // texture parameters
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
+ glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
+
+ // we need a white diffuse light for the phase of the moon
+ ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
+ thesky->preDraw();
+
+ // draw the ssg scene
+ // return to the desired diffuse color
+ ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
+ glEnable( GL_DEPTH_TEST );
+ ssgCullAndDraw( scene );
+
+ // draw the lights
+ glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
+ ssgCullAndDraw( lighting );
+
+ thesky->postDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER );
+
+ // need to do this here as hud_and_panel state is static to
+ // main.cxx and HUD and Panel routines have to be called with
+ // knowledge of the the TR struct < see gui.cxx::HighResDump()
+ hud_and_panel->apply();
+}
+
+