void init();
void update(double);
+ void reinit();
+
// called from Main/renderer.cxx to draw 2D and 3D HUD
void draw(osg::State&);
int level = 0, const std::string& indent = "");
private:
+ void deinit();
+
void draw3D();
void draw2D(GLfloat, GLfloat, GLfloat, GLfloat);
+ void currentColorChanged();
+
class Input;
class Item;
class Label;
_offset = n->getFloatValue("offset", offset);
_min = n->getFloatValue("min", min);
_max = n->getFloatValue("max", max);
- _coeff = 1.0 - 1.0 / powf(10, fabsf(n->getFloatValue("damp", 0.0)));
+ _coeff = 1.0 - 1.0 / powf(10, fabs(n->getFloatValue("damp", 0.0)));
SGPropertyNode *p = ((SGPropertyNode *)n)->getNode("property", false);
if (p) {
const char *path = p->getStringValue();
double _default_heading;
GLint _view[4];
FGRunway* _runway;
- FGViewer* _cockpit_view;
unsigned short _stipple_out; // stipple pattern of the outline of the runway
unsigned short _stipple_center; // stipple pattern of the center line of the runway
bool _draw_arrow; // draw arrow when runway is not visible in HUD