}
glClear( clear_mask );
- cloud3d_imposter_state->force();
- glDisable( GL_FOG );
- glColor4f( 1.0, 1.0, 1.0, 1.0 );
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_BLEND);
- glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
if ( fgGetBool("/sim/rendering/clouds3d") ) {
+ cloud3d_imposter_state->force();
+ glDisable( GL_FOG );
+ glColor4f( 1.0, 1.0, 1.0, 1.0 );
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_BLEND);
+ glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
posit = globals->get_scenery()->get_center();
if ( _bcloud_orig ) {
sgClouds3d->Set_Cloud_Orig( _posit );
globals->get_model_mgr()->draw();
globals->get_aircraft_model()->draw();
- glDisable( GL_FOG );
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_ALPHA_TEST);
- glBlendFunc ( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
- glDisable( GL_DEPTH_TEST );
- glDisable( GL_LIGHTING );
if ( fgGetBool("/sim/rendering/clouds3d") ) {
+ glDisable( GL_FOG );
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_ALPHA_TEST);
+ glBlendFunc ( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
+ glDisable( GL_DEPTH_TEST );
+ glDisable( GL_LIGHTING );
// cout << "drawing new clouds" << endl;
// set the opengl state to known default values
// default_state->force();