}
class SGSky;
-extern SGSky *thesky;
class FGRenderer {
void splashinit();
void init();
- void resize(int width, int height );
+ void setupView();
- // calling update( refresh_camera_settings = false ) will not
- // touch window or camera settings. This is useful for the tiled
- // renderer which needs to set the view frustum itself.
- void update( bool refresh_camera_settings);
- static void update();
+ void resize(int width, int height );
+ void update();
+
/** Just pick into the scene and return the pick callbacks on the way ...
*/
bool pick( std::vector<SGSceneryPick>& pickList,
*/
void addCamera(osg::Camera* camera, bool useSceneData);
+ SGSky* getSky() const { return _sky; }
+
protected:
osg::ref_ptr<osgViewer::Viewer> viewer;
osg::ref_ptr<flightgear::FGEventHandler> eventHandler;
SGPropertyNode_ptr _scenery_loaded,_scenery_override;
- SGPropertyNode_ptr _skyblend;
+ SGPropertyNode_ptr _skyblend, _splash_alpha;
SGPropertyNode_ptr _point_sprites, _enhanced_lighting, _distance_attenuation;
SGPropertyNode_ptr _textures;
SGPropertyNode_ptr _cloud_status, _visibility_m;
SGPropertyNode_ptr _panel_hotspots, _sim_delta_sec, _horizon_effect, _altitude_ft;
SGPropertyNode_ptr _virtual_cockpit;
SGTimeStamp _splash_time;
- bool _splash_screen_active;
+ SGSky* _sky;
};
bool fgDumpSceneGraphToFile(const char* filename);