#include <Aircraft/aircraft.hxx>
#include <Astro/solarsystem.hxx>
-#include <Astro/sky.hxx>
+// #include <Astro/skydome.hxx>
#include <Autopilot/autopilot.hxx>
#include <Cockpit/hud.hxx>
#include <GUI/gui.h>
// fgSunInit();
SolarSystem::theSolarSystem->rebuild();
cur_light_params.Update();
- current_sky.repaint( cur_light_params.sky_color,
+ /* current_sky.repaint( cur_light_params.sky_color,
cur_light_params.fog_color,
- cur_light_params.sun_angle );
+ cur_light_params.sun_angle ); */
}
#include <Include/general.hxx>
#include <Aircraft/aircraft.hxx>
-#include <Astro/sky.hxx>
+#include <Astro/skydome.hxx>
#include <Astro/stars.hxx>
#include <Astro/solarsystem.hxx>
// ssg does to set up the model view matrix
xglMatrixMode(GL_MODELVIEW);
xglLoadIdentity();
+
+ /*
sgMat4 vm_tmp, view_mat;
sgTransposeNegateMat4 ( vm_tmp, current_view.VIEW ) ;
sgCopyMat4( view_mat, copy_of_ssgOpenGLAxisSwapMatrix ) ;
sgPreMultMat4( view_mat, vm_tmp ) ;
xglLoadMatrixf( (float *)view_mat );
+ */
// draw sky
xglDisable( GL_DEPTH_TEST );
- xglDisable( GL_LIGHTING );
+ // xglDisable( GL_LIGHTING );
xglDisable( GL_CULL_FACE );
-
xglDisable( GL_FOG );
+ xglDisable( GL_TEXTURE_2D );
/* if ( current_options.get_fog() > 0 ) {
xglEnable( GL_FOG );
xglFogi( GL_FOG_MODE, GL_EXP2 );
current_view.get_cur_zero_elev().y(),
current_view.get_cur_zero_elev().z() );
+ current_sky.repaint( cur_light_params.sky_color,
+ cur_light_params.fog_color,
+ cur_light_params.sun_angle );
+
current_sky.reposition( zero_elev,
cur_fdm_state->get_Longitude(),
cur_fdm_state->get_Latitude(),
// xglDisable( GL_FOG );
+ /*
+
// setup transformation for drawing astronomical objects
xglPushMatrix();
// Translate to view position
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
xglPopMatrix();
+ */
// draw scenery
if ( current_options.get_shading() ) {
// << current_weather.get_visibility() );
if ( agl > 10.0 ) {
- ssgSetNearFar( 10.0f, 100000.0f );
+ ssgSetNearFar( 10.0f, 120000.0f );
} else {
- ssgSetNearFar( 0.5f, 100000.0f );
+ ssgSetNearFar( 0.5f, 120000.0f );
}
if ( current_options.get_view_mode() ==
sky = new ssgRoot;
sky->setName( "Sky" );
current_sky.initialize( sky );
- scene->addKid( sky );
// temporary visible aircraft "own ship"
penguin_sel = new ssgSelector;