sgCopyVec3( lift_vec, up );
double agl;
- agl = globals->get_current_view()->getAltitudeASL_ft()
- * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
+ agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
+ - globals->get_current_view()->getSGLocation()->get_cur_elev_m();
// Compute the distance of the scenery center from the view position.
double dist = center.distance3D(p);
// we fudge agl by 30 meters so that the lifting function
// doesn't phase in until we are > 30m agl.
double agl;
- agl = globals->get_current_view()->getAltitudeASL_ft()
- * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
- - 30.0;
+ agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
+ - globals->get_current_view()->getSGLocation()->get_cur_elev_m()
+ - 30.0;
if ( agl < 0.0 ) {
agl = 0.0;
}
// we fudge agl by 30 meters so that the lifting function
// doesn't phase in until we are > 30m agl.
double agl;
- agl = globals->get_current_view()->getAltitudeASL_ft()
- * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
- - 30.0;
+ agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
+ - globals->get_current_view()->getSGLocation()->get_cur_elev_m()
+ - 30.0;
if ( agl < 0.0 ) {
agl = 0.0;
}
// we fudge agl by 30 meters so that the lifting function
// doesn't phase in until we are > 30m agl.
double agl;
- agl = globals->get_current_view()->getAltitudeASL_ft()
- * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
- - 30.0;
+ agl = globals->get_current_view()->getAltitudeASL_ft()*SG_FEET_TO_METER
+ - globals->get_current_view()->getSGLocation()->get_cur_elev_m()
+ - 30.0;
if ( agl < 0.0 ) {
agl = 0.0;
}
if ( taxi_lights_transform->getNumKids() > 0 ) {
taxi_lights_transform->setTransform( sgdTrans );
}
+
+ delete light_pts;
}
void