xglMatrixMode(GL_PROJECTION);
xglLoadIdentity();
if ( f->get_Altitude() * FEET_TO_METER - scenery.cur_elev > 10.0 ) {
- ssgSetNearFar( 10.0, 100000.0 );
+ // ssgSetNearFar( 10.0, 100000.0 );
gluPerspective(current_options.get_fov(), win_ratio, 10.0, 100000.0);
} else {
- ssgSetNearFar( 0.5, 100000.0 );
+ // ssgSetNearFar( 0.5, 100000.0 );
gluPerspective(current_options.get_fov(), win_ratio, 0.5, 100000.0);
// printf("Near ground, minimizing near clip plane\n");
}
xglLoadMatrixf( m );
}
#endif // FG_VIEW_INLINE_OPTIMIZATIONS
-
panel_hist = current_options.get_panel_status();
}
sgMultMat4( sgLARC_TO_SSG, mat1, mat2 );
+ /*
cout << "LaRCsim to SSG:" << endl;
MAT3mat print;
int i;
}
}
MAT3print( print, stdout);
+ */
// code to calculate LOCAL matrix calculated from Phi, Theta, and
// Psi (roll, pitch, yaw) in case we aren't running LaRCsim as our
// Calculate the VIEW matrix
MAT3mult(VIEW, LOCAL, UP);
- cout << "VIEW matrix" << endl;;
- MAT3print(VIEW, stdout);
+ // cout << "VIEW matrix" << endl;;
+ // MAT3print(VIEW, stdout);
sgMat4 sgTMP;
sgMultMat4( sgTMP, sgLOCAL, sgUP );
sgMultMat4( sgVIEW, sgLARC_TO_SSG, sgTMP );
+ /*
cout << "FG derived VIEW matrix using sg routines" << endl;
MAT3mat print;
int i;
}
}
MAT3print( print, stdout);
+ */
// generate the current up, forward, and fwrd-view vectors