if ( FG_Altitude * FEET_TO_METER - scenery.cur_elev > 10.0 ) {
gluPerspective(current_options.get_fov(), v->win_ratio, 10.0, 100000.0);
} else {
- gluPerspective(current_options.get_fov(), v->win_ratio, 1.0, 100000.0);
+ gluPerspective(current_options.get_fov(), v->win_ratio, 0.5, 100000.0);
// printf("Near ground, minimizing near clip plane\n");
}
// }
// $Log$
+// Revision 1.40 1998/07/24 21:56:59 curt
+// Set near clip plane to 0.5 meters when close to the ground. Also, let the view get a bit closer to the ground before hitting the hard limit.
+//
// Revision 1.39 1998/07/24 21:39:08 curt
// Debugging output tweaks.
// Cast glGetString to (char *) to avoid compiler errors.
// p.lon & p.lat are already defined earlier, p.radius was set to
// the sea level radius, so now we add in our altitude.
if ( FG_Altitude * FEET_TO_METER >
- (scenery.cur_elev + 3.758099 * METER_TO_FEET) ) {
+ (scenery.cur_elev + 0.5 * METER_TO_FEET) ) {
p.radius += FG_Altitude * FEET_TO_METER;
} else {
- p.radius += scenery.cur_elev + 3.758099 * METER_TO_FEET;
+ p.radius += scenery.cur_elev + 0.5 * METER_TO_FEET;
}
abs_view_pos = fgPolarToCart3d(p);
// $Log$
+// Revision 1.18 1998/07/24 21:57:02 curt
+// Set near clip plane to 0.5 meters when close to the ground. Also, let the view get a bit closer to the ground before hitting the hard limit.
+//
// Revision 1.17 1998/07/24 21:39:12 curt
// Debugging output tweaks.
// Cast glGetString to (char *) to avoid compiler errors.