#include <FDM/UIUCModel/uiuc_aircraftdir.h>
#include <GUI/gui.h>
+#include <GUI/sgVec3Slider.hxx>
#include <Joystick/joystick.hxx>
#ifdef FG_NETWORK_OLK
#include <NetworkOLK/network.h>
cur_fdm_state->get_Psi() * RAD_TO_DEG,
wup );
sgVec3 npo; // new pilot offset after rotation
- sgXformVec3( po, po, pilot_view->get_UP() );
+ sgVec3 *pPO = PilotOffsetGet();
+ sgXformVec3( po, *pPO, pilot_view->get_UP() );
sgXformVec3( npo, po, CXFM );
chase_view->set_geod_view_pos( cur_fdm_state->get_Longitude(),
#endif
thesky->modify_vis( cur_fdm_state->get_Altitude() * FEET_TO_METER,
-
( global_multi_loop *
fgGetInt("/sim/speed-up") ) /
(double)fgGetInt("/sim/model-hz") );
// position tile nodes and update range selectors
global_tile_mgr.prep_ssg_nodes();
- // draw the sky backdrop
- thesky->preDraw();
+ if ( fgGetBool("/sim/rendering/skyblend") ) {
+ // draw the sky backdrop
+ thesky->preDraw();
+ }
// draw the ssg scene
glEnable( GL_DEPTH_TEST );
ssgCullAndDraw( lighting );
- // draw the sky cloud layers
- thesky->postDraw( cur_fdm_state->get_Altitude() * FEET_TO_METER );
+ if ( fgGetBool("/sim/rendering/skyblend") ) {
+ // draw the sky cloud layers
+ thesky->postDraw( cur_fdm_state->get_Altitude() * FEET_TO_METER );
+ }
// display HUD && Panel
glDisable( GL_FOG );
}
// cout << "multi_loop = " << multi_loop << endl;
- for ( i = 0; i < multi_loop; ++i ) {
+ for ( i = 0; i < multi_loop * fgGetInt("/sim/speed-up"); ++i ) {
// run Autopilot system
current_autopilot->run();
- // update autopiot
- cur_fdm_state->update( 1 * fgGetInt("/sim/speed-up") );
+ // update autopilot
+ cur_fdm_state->update( 1 );
}
FGSteam::update( multi_loop * fgGetInt("/sim/speed-up") );
} else {
FGViewerLookAt *chase = new FGViewerLookAt;
globals->get_viewmgr()->add_view( chase );
+ string_list *col = new string_list;
+ globals->set_channel_options_list( col );
+
// set current view to 0 (first) which is our main pilot view
globals->set_current_view( globals->get_viewmgr()->get_view( 0 ) );