SGMoon *moon;
SGStars *planets;
SGStars *stars;
+ ssgSimpleState *cloud_mats[SG_MAX_CLOUD_TYPES];
layer_list_type cloud_layers;
ssgRoot *pre_root, *post_root;
// near cloud visibility state variables
bool in_puff;
- double puff_length;
- double puff_progression;
- double ramp_up;
- double ramp_down;
+ double puff_length; // in seconds
+ double puff_progression; // in seconds
+ double ramp_up; // in seconds
+ double ramp_down; // in seconds
public:
// transition range, and simulated "puffs".
void modify_vis( float alt, float time_factor );
- // draw background portions of the sky
- void draw_background();
+ // draw background portions of the sky ... do this before you draw
+ // the rest of your scene.
+ void preDraw();
- // draw scenery elements of the sky
- void draw_scene( float alt );
+ // draw translucent clouds ... do this after you've drawn all the
+ // oapaque elements of your scene.
+ void postDraw( float alt );
// specify the texture path (optional, defaults to current directory)
inline void texture_path( const string& path ) {
// add a cloud layer (above sea level in meters)
void add_cloud_layer( double asl, double thickness, double transition,
SGCloudType type );
+ void add_cloud_layer( double asl, double thickness, double transition,
+ const string &tex_path );
+ void add_cloud_layer( double asl, double thickness, double transition,
+ ssgSimpleState *state );
inline int get_num_layers() const { return cloud_layers.size(); }
inline SGCloudLayer *get_cloud_layer( int i ) const {