(GLfloat) t.cloud_height };
extensions->glVertexAttrib3fv(USR_ATTR_1, ua1 );
extensions->glVertexAttrib3fv(USR_ATTR_2, ua2 );
- glColor4f(t.position.x(), t.position.y(), t.position.z(), 1.0);
+ glColor4f(t.position.x(), t.position.y(), t.position.z(), zscale);
_geometry->draw(renderInfo);
}
}
-void CloudShaderGeometry::addSprite(SGVec3f& p, int tx, int ty,
+void CloudShaderGeometry::addSprite(const SGVec3f& p, int tx, int ty,
float w, float h,
float s, float cull, float cloud_height)
{