bool do_panel = fgPanelVisible();
GLfloat panel_col_step = globals->get_current_panel()->getWidth() / ncols;
GLfloat panel_row_step = globals->get_current_panel()->getHeight() / nrows;
+
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
+ glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
+ glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
+ glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
+ glHint(GL_FOG_HINT, GL_NICEST);
/* Draw tiles */
int more = 1;
trBeginTile(tr);
int curColumn = trGet(tr, TR_CURRENT_COLUMN);
int curRow = trGet(tr, TR_CURRENT_ROW);
+
renderer->update( false );
if ( do_hud )
fgUpdateHUD( curColumn*hud_col_step, curRow*hud_row_step,
trDelete(tr);
+ glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
+ glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
+ glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
+ if ( (!strcmp(fgGetString("/sim/rendering/fog"), "disabled")) ||
+ (!fgGetBool("/sim/rendering/shading"))) {
+ // if fastest fog requested, or if flat shading force fastest
+ glHint ( GL_FOG_HINT, GL_FASTEST );
+ } else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
+ glHint ( GL_FOG_HINT, GL_DONT_CARE );
+ }
+
fclose(f);
message = "Snapshot saved to \"";