// draw background portions of the sky ... do this before you draw the
// rest of your scene.
-void SGSky::preDraw( float alt ) {
+void SGSky::preDraw( float alt, float fog_exp2_density ) {
ssgCullAndDraw( pre_root );
// if we are closer than this to a cloud layer, don't draw clouds
{
++cur_layer_pos;
}
-}
-void SGSky::drawUpperClouds( float fog_exp2_density ) {
// FIXME: This should not be needed, but at this time (08/15/2003)
// 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 );
+}
+void SGSky::drawUpperClouds( ) {
// draw the cloud layers that are above us, top to bottom
for ( int i = (int)cloud_layers.size() - 1; i >= cur_layer_pos; --i ) {
if ( i != in_cloud ) {
* class description.
* @param alt current altitude
*/
- void preDraw( float alt );
+ void preDraw( float alt, float fog_exp2_density );
/**
* Draw upper translucent clouds ... do this before you've drawn
* detailed class description.
* @param fog_exp2_density fog density of the current cloud layer
*/
- void drawUpperClouds( float fog_exp2_density );
+ void drawUpperClouds();
/**
* Draw lower translucent clouds ... do this after you've drawn