// Some drivers don't properly reset glBendFunc with a
// glPopAttrib() so we reset it to the 'default' here.
- // glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+ glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
glPopAttrib();
// cout << "pop error = " << glGetError() << endl;
// certain NVidia drivers don't seem to implement
// glPushAttrib(FG_FOG_BIT) properly. The result is that
// there is not fog when looking at the sun.
- // glFogf ( GL_FOG_DENSITY, fog_exp2_density );
+ glFogf ( GL_FOG_DENSITY, fog_exp2_density );
// if we are closer than this to a cloud layer, don't draw clouds
static const float slop = 5.0;