static fntRenderer text_renderer;
static fntTexFont *default_font = 0;
static fntTexFont *led_font = 0;
+static sgVec4 panel_color;
/**
* Constructor.
_jitter(fgGetNode("/sim/panel/jitter", true)),
_flipx(fgGetNode("/sim/panel/flip-x", true)),
_xsize_node(fgGetNode("/sim/startup/xsize", true)),
- _ysize_node(fgGetNode("/sim/startup/ysize", true))
+ _ysize_node(fgGetNode("/sim/startup/ysize", true)),
+ _enable_depth_test(false)
{
}
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
- glDisable(GL_DEPTH_TEST);
- sgVec4 panel_color;
+ if( _enable_depth_test )
+ glDepthFunc(GL_ALWAYS);
+ else
+ glDisable(GL_DEPTH_TEST);
FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
sgCopyVec4( panel_color, l->scene_diffuse());
// restore some original state
+ if( _enable_depth_test )
+ glDepthFunc(GL_LESS);
glPopAttrib();
glPolygonOffset(0, 0);
glDisable(GL_POLYGON_OFFSET_FILL);
return doLocalMouseAction(button, updown, x, y);
}
+void FGPanel::setDepthTest (bool enable) {
+ _enable_depth_test = enable;
+}
+
\f
////////////////////////////////////////////////////////////////////////.
// From Curt: turn on the panel
// lights after sundown.
- sgVec4 panel_color;
-
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
- sgCopyVec4( panel_color, l->scene_diffuse());
- if ( fgGetDouble("/systems/electrical/outputs/instrument-lights") > 1.0 ) {
- if ( panel_color[0] < 0.7 ) panel_color[0] = 0.7;
- if ( panel_color[1] < 0.2 ) panel_color[1] = 0.2;
- if ( panel_color[2] < 0.2 ) panel_color[2] = 0.2;
- }
glColor4fv( panel_color );
glTexCoord2f(_texture.getMinX(), _texture.getMinY()); glVertex2f(-w2, -h2);