// if fastest fog requested, or if flat shading force fastest
glHint ( GL_FOG_HINT, GL_FASTEST );
} else if ( !strcmp(fgGetString("/sim/rendering/fog"), "nicest") ) {
- glHint ( GL_FOG_HINT, GL_NICEST );
+ glHint ( GL_FOG_HINT, GL_DONT_CARE );
}
if ( fgGetBool("/sim/rendering/wireframe") ) {
// draw wire frame
glFrontFace ( GL_CCW );
// Just testing ...
- // glEnable(GL_POINT_SMOOTH);
- // glEnable(GL_LINE_SMOOTH);
+ glEnable(GL_POINT_SMOOTH);
+ glEnable(GL_LINE_SMOOTH);
// glEnable(GL_POLYGON_SMOOTH);
+ glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
+ glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
+ glHint(GL_POINT_SMOOTH_HINT, GL_DONT_CARE);
}