-
-#if 0
- //This code doesn't belong here as this is the optical visibility and not
- //the visibility of the weather database (that should be bigger...). The
- //optical visibility should be calculated from the vapor pressure e.g.
- //But for the sake of a smoother change from the old way to the new one...
-
- GLfloat fog_exp_density;
- GLfloat fog_exp2_density;
-
- // for GL_FOG_EXP
- fog_exp_density = -log(0.01 / WeatherVisibility);
-
- // for GL_FOG_EXP2
- fog_exp2_density = sqrt( -log(0.01) ) / WeatherVisibility;
-
- // Set correct opengl fog density
- xglFogf (GL_FOG_DENSITY, fog_exp2_density);
-
- // FG_LOG( FG_INPUT, FG_DEBUG, "Fog density = " << w->fog_density );
- //cerr << "FGLocalWeatherDatabase::setWeatherVisibility(" << visibility << "):\n";
- //cerr << "Fog density = " << fog_exp_density << "\n";
-#endif