- if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") ) {
- glDisable( GL_FOG );
- glDisable( GL_LIGHTING );
- // cout << "drawing new clouds" << endl;
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_BLEND);
- glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
-
- /*
- glEnable( GL_TEXTURE_2D );
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- */
-
-#ifdef FG_USE_CLOUDS_3D
- sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
-#endif
- glEnable( GL_FOG );
- glEnable( GL_LIGHTING );
- glEnable( GL_DEPTH_TEST );
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
- }
-