]> git.mxchange.org Git - flightgear.git/commitdiff
- remove trailing spaces
authormfranz <mfranz>
Fri, 9 Jun 2006 18:48:57 +0000 (18:48 +0000)
committermfranz <mfranz>
Fri, 9 Jun 2006 18:48:57 +0000 (18:48 +0000)
- fix many cases of broken indentation (but not all)
- unify indendation
- ...

src/AIModel/AIBase.cxx
src/AIModel/AIBase.hxx
src/Instrumentation/tacan.cxx
src/Instrumentation/tacan.hxx
src/Instrumentation/wxradar.cxx

index 28a486cd0d1dd7397c20d357e1fb78d940450a41..a01b3f82456ac9925f08acdb143c88641f1c5465 100644 (file)
@@ -74,9 +74,9 @@ FGAIBase::~FGAIBase() {
         globals->get_scenery()->get_scene_graph()->removeKid(aip.getSceneGraph());
     }
     if (props) {
-      SGPropertyNode* parent = props->getParent();
-      if (parent)
-        parent->removeChild(props->getName(), props->getIndex(), false);
+        SGPropertyNode* parent = props->getParent();
+        if (parent)
+            parent->removeChild(props->getName(), props->getIndex(), false);
     }
     delete fp;
     fp = 0;
@@ -85,22 +85,24 @@ FGAIBase::~FGAIBase() {
 
 void FGAIBase::readFromScenario(SGPropertyNode* scFileNode)
 {
-  if (!scFileNode)
-    return;
+    if (!scFileNode)
+        return;
 
-  setPath(scFileNode->getStringValue("model", "Models/Geometry/glider.ac"));
+    setPath(scFileNode->getStringValue("model", "Models/Geometry/glider.ac"));
 
-  setHeading(scFileNode->getDoubleValue("heading", 0.0));
-  setSpeed(scFileNode->getDoubleValue("speed", 0.0));
-  setAltitude(scFileNode->getDoubleValue("altitude", 0.0));
-  setLongitude(scFileNode->getDoubleValue("longitude", 0.0));
-  setLatitude(scFileNode->getDoubleValue("latitude", 0.0));
-  setBank(scFileNode->getDoubleValue("roll", 0.0));
+    setHeading(scFileNode->getDoubleValue("heading", 0.0));
+    setSpeed(scFileNode->getDoubleValue("speed", 0.0));
+    setAltitude(scFileNode->getDoubleValue("altitude", 0.0));
+    setLongitude(scFileNode->getDoubleValue("longitude", 0.0));
+    setLatitude(scFileNode->getDoubleValue("latitude", 0.0));
+    setBank(scFileNode->getDoubleValue("roll", 0.0));
 }
 
 void FGAIBase::update(double dt) {
-    if (_otype == otStatic) return;
-    if (_otype == otBallistic) CalculateMach();
+    if (_otype == otStatic)
+        return;
+    if (_otype == otBallistic)
+        CalculateMach();
 
     ft_per_deg_lat = 366468.96 - 3717.12 * cos(pos.lat()*SGD_DEGREES_TO_RADIANS);
     ft_per_deg_lon = 365228.16 * cos(pos.lat()*SGD_DEGREES_TO_RADIANS);
@@ -114,7 +116,7 @@ void FGAIBase::Transform() {
       } else {
          aip.setOrientation(roll, pitch, hdg);
       }
-      aip.update();    
+      aip.update();
     }
 }
 
@@ -137,10 +139,10 @@ bool FGAIBase::init() {
      // Register that one at the scenery manager
      globals->get_scenery()->register_placement_transform(aip.getTransform());
    } else {
-     if (!model_path.empty()) { 
+     if (!model_path.empty()) {
        SG_LOG(SG_INPUT, SG_WARN, "AIBase: Could not load model " << model_path);
      }
-   } 
+   }
 
    setDie(false);
 
@@ -148,30 +150,31 @@ bool FGAIBase::init() {
 }
 
 
-ssgBranch * FGAIBase::load3DModel(const string& fg_root, 
-                                 const string &path,
-                                 SGPropertyNode *prop_root, 
-                                 double sim_time_sec)
+ssgBranch * FGAIBase::load3DModel(const string& fg_root,
+                                  const string &path,
+                                  SGPropertyNode *prop_root,
+                                  double sim_time_sec)
 {
   // some more code here to check whether a model with this name has already been loaded
-  // if not load it, otherwise, get the memory pointer and do something like 
+  // if not load it, otherwise, get the memory pointer and do something like
   // SetModel as in ATC/AIEntity.cxx
   model = manager->getModel(path);
-  if (!(model))
-    {
+  if (!(model)) {
       model = sgLoad3DModel(fg_root,
-                           path,
-                           prop_root,
-                           sim_time_sec);
+                            path,
+                            prop_root,
+                            sim_time_sec);
       manager->setModel(path, model);
-    }
-  
+  }
+
   return model;
 }
 
 bool FGAIBase::isa( object_type otype ) {
- if ( otype == _otype ) { return true; }
- else { return false; } 
+ if ( otype == _otype )
+   return true;
+ else
+   return false;
 }
 
 
@@ -206,7 +209,7 @@ void FGAIBase::bind() {
    props->tie("radar/elevation-deg", SGRawValuePointer<double>(&elevation));
    props->tie("radar/range-nm", SGRawValuePointer<double>(&range));
    props->tie("radar/h-offset", SGRawValuePointer<double>(&horiz_offset));
-   props->tie("radar/v-offset", SGRawValuePointer<double>(&vert_offset)); 
+   props->tie("radar/v-offset", SGRawValuePointer<double>(&vert_offset));
    props->tie("radar/x-shift", SGRawValuePointer<double>(&x_shift));
    props->tie("radar/y-shift", SGRawValuePointer<double>(&y_shift));
    props->tie("radar/rotation", SGRawValuePointer<double>(&rotation));
@@ -392,43 +395,44 @@ int FGAIBase::getID() const {
 }
 
 void FGAIBase::CalculateMach() {
-     // Calculate rho at altitude, using standard atmosphere
-     // For the temperature T and the pressure p,
-     if (altitude < 36152) {           // curve fits for the troposphere
-       T = 59 - 0.00356 * altitude;
-       p = 2116 * pow( ((T + 459.7) / 518.6) , 5.256);
-     } else if ( 36152 < altitude && altitude < 82345 ) {    // lower stratosphere
-       T = -70;
-       p = 473.1 * pow( e , 1.73 - (0.000048 * altitude) );
-     } else {                                    //  upper stratosphere
-       T = -205.05 + (0.00164 * altitude);
-       p = 51.97 * pow( ((T + 459.7) / 389.98) , -11.388);
-     }
-     rho = p / (1718 * (T + 459.7));
-       
-       // calculate the speed of sound at altitude
-       // a = sqrt ( g * R * (T + 459.7))
-       // where:
-       // a = speed of sound [ft/s]
-       // g = specific heat ratio, which is usually equal to 1.4  
-       // R = specific gas constant, which equals 1716 ft-lb/slug/°R 
-       
-       a = sqrt ( 1.4 * 1716 * (T + 459.7));
-       
-       // calculate Mach number
-       
-       Mach = speed/a;
-       
//    cout  << "Speed(ft/s) "<< speed <<" Altitude(ft) "<< altitude << " Mach " << Mach;
+    // Calculate rho at altitude, using standard atmosphere
+    // For the temperature T and the pressure p,
+
+    if (altitude < 36152) {            // curve fits for the troposphere
+      T = 59 - 0.00356 * altitude;
+      p = 2116 * pow( ((T + 459.7) / 518.6) , 5.256);
+
+    } else if ( 36152 < altitude && altitude < 82345 ) {    // lower stratosphere
+      T = -70;
+      p = 473.1 * pow( e , 1.73 - (0.000048 * altitude) );
+
+    } else {                                    //  upper stratosphere
+      T = -205.05 + (0.00164 * altitude);
+      p = 51.97 * pow( ((T + 459.7) / 389.98) , -11.388);
+    }
+
+    rho = p / (1718 * (T + 459.7));
+
+    // calculate the speed of sound at altitude
+    // a = sqrt ( g * R * (T + 459.7))
+    // where:
+    // a = speed of sound [ft/s]
+    // g = specific heat ratio, which is usually equal to 1.4
+    // R = specific gas constant, which equals 1716 ft-lb/slug/°R
+
+    a = sqrt ( 1.4 * 1716 * (T + 459.7));
+
+    // calculate Mach number
+
+    Mach = speed/a;
+
   // cout  << "Speed(ft/s) "<< speed <<" Altitude(ft) "<< altitude << " Mach " << Mach;
 }
 
 int FGAIBase::_newAIModelID() {
-   static int id = 0;
-   if (!++id) id++;    // id = 0 is not allowed.
+    static int id = 0;
+   if (!++id)
+      id++;    // id = 0 is not allowed.
    return id;
 }
 
index 250631d0d5ba0774c9ca24f1081cd7eec3389625..c24113445442ec5f3a80b8139a80b8153cfff5ce 100644 (file)
@@ -90,7 +90,7 @@ protected:
     double pitch;      // degrees, nose-down is negative
     double speed;       // knots true airspeed
     double altitude;    // meters above sea level
-    double vs;          // vertical speed, feet per minute  
+    double vs;          // vertical speed, feet per minute
     double turn_radius_ft; // turn radius ft at 15 kts rudder angle 15 degrees
 
     double ft_per_deg_lon;
@@ -167,40 +167,40 @@ public:
     double rho;
     double T;                             // temperature, degs farenheit
     double p;                             // pressure lbs/sq ft
-       double a;                             // speed of sound at altitude (ft/s)
-       double Mach;                          // Mach number
-       
+    double a;                             // speed of sound at altitude (ft/s)
+    double Mach;                          // Mach number
+
     static const double e;
     static const double lbs_to_slugs;
 
     inline double _getRange() { return range; };
-  ssgBranch * load3DModel(const string& fg_root, 
-                         const string &path,
-                         SGPropertyNode *prop_root, 
-                         double sim_time_sec);
+    ssgBranch * load3DModel(const string& fg_root,
+                            const string &path,
+                            SGPropertyNode *prop_root,
+                            double sim_time_sec);
 
     static bool _isNight();
 };
 
 inline void FGAIBase::setManager(FGAIManager* mgr, SGPropertyNode* p) {
-  manager = mgr;
-  props = p;
+    manager = mgr;
+    props = p;
 }
 
 inline void FGAIBase::setPath(const char* model ) {
-  model_path.append(model);
+    model_path.append(model);
 }
 
 inline void FGAIBase::setSpeed( double speed_KTAS ) {
-  speed = tgt_speed = speed_KTAS;
+    speed = tgt_speed = speed_KTAS;
 }
 
 inline void FGAIBase::setRadius( double radius ) {
-  turn_radius_ft = radius;
+    turn_radius_ft = radius;
 }
 
 inline void FGAIBase::setHeading( double heading ) {
-  hdg = tgt_heading = heading;
+    hdg = tgt_heading = heading;
 }
 
 inline void FGAIBase::setAltitude( double altitude_ft ) {
@@ -209,12 +209,12 @@ inline void FGAIBase::setAltitude( double altitude_ft ) {
 }
 
 inline void FGAIBase::setBank( double bank ) {
-  roll = tgt_roll = bank;
-  no_roll = false;
+    roll = tgt_roll = bank;
+    no_roll = false;
 }
 
 inline void FGAIBase::setPitch( double newpitch ) {
-  pitch = tgt_pitch = newpitch;
+    pitch = tgt_pitch = newpitch;
 }
 
 inline void FGAIBase::setLongitude( double longitude ) {
index 4aa530ab40b4d02a80414f98e6882bab5bdaba71..3c763e797de981f6d4487c122c338b6c39d2fb57 100755 (executable)
@@ -111,7 +111,7 @@ TACAN::init ()
     _yaw_node       = fgGetNode("/orientation/side-slip-deg", true);
     _serviceable_node = node->getChild("serviceable", 0, true);
     _electrical_node = fgGetNode("/systems/electrical/outputs/tacan", true);
-       _ident_node = node->getChild("ident", 0, true);
+    _ident_node = node->getChild("ident", 0, true);
     SGPropertyNode *fnode = node->getChild("frequencies", 0, true);
     _source_node = fnode->getChild("source", 0, true);
     _frequency_node = fnode->getChild("selected-mhz", 0, true);
index 59985e682ad69bd730aca7274665eac6dfc21539..d5c08532a12e027c2e73c372d74f65ad94751f54 100755 (executable)
@@ -68,7 +68,7 @@ private:
     SGPropertyNode_ptr _x_shift_node;
     SGPropertyNode_ptr _y_shift_node;
     SGPropertyNode_ptr _rotation_node;
-       /*SGPropertyNode_ptr _x_shift_calibration_node;
+    /*SGPropertyNode_ptr _x_shift_calibration_node;
     SGPropertyNode_ptr _y_shift_calibration_node;
     SGPropertyNode_ptr _distance_calibration_node;*/
 
index d464c61990fd2f71905ed88e97445fd34f945354..11aa71050b2842516fff817262f16d909153e24f 100644 (file)
@@ -110,8 +110,8 @@ wxRadarBg::init ()
 void
 wxRadarBg::update (double delta_time_sec)
 {
-    if( ! sim_init_done ) {
-        if( ! fgGetBool("sim/sceneryloaded", false) )
+    if ( ! sim_init_done ) {
+        if ( ! fgGetBool("sim/sceneryloaded", false) )
             return;
         sim_init_done = true;
     }
@@ -125,16 +125,16 @@ wxRadarBg::update (double delta_time_sec)
     float range_nm = _Instrument->getFloatValue("range", 40.0);
     float range_m = range_nm * SG_NM_TO_METER;
 
-    if( last_switchKnob != switchKnob ) {
+    if ( last_switchKnob != switchKnob ) {
         // since 3D models don't share textures with the rest of the world
         // we must locate them and replace their handle by hand
         // only do that when the instrument is turned on
-        if( last_switchKnob == "off" )
+        if ( last_switchKnob == "off" )
             odg->set_texture( odgauge_name, resultTexture->getHandle());
         last_switchKnob = switchKnob;
     }
     FGViewer *current__view = globals->get_current_view();
-    if( current__view->getInternal() && 
+    if ( current__view->getInternal() &&
         (current__view->getHeadingOffset_deg() <= 15.0 || current__view->getHeadingOffset_deg() >= 345.0) &&
         (current__view->getPitchOffset_deg() <= 15.0 || current__view->getPitchOffset_deg() >= 350.0) ) {
 
@@ -148,191 +148,192 @@ wxRadarBg::update (double delta_time_sec)
     glMatrixMode(GL_MODELVIEW);
     glLoadIdentity();
     glPushMatrix();
-        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-        glBindTexture(GL_TEXTURE_2D, 0);
-        if( switchKnob == "off" ) {
-            _Instrument->setStringValue("status","");
-        } else if( switchKnob == "stby" ) {
-            _Instrument->setStringValue("status","STBY");
-        } else if( switchKnob == "tst" ) {
-            _Instrument->setStringValue("status","TST");
-            // find something interesting to do...
-        } else {
-            string display_mode = _Instrument->getStringValue("display-mode", "arc");
+    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+    glBindTexture(GL_TEXTURE_2D, 0);
 
-            // pretend we have a scan angle bigger then the FOV
-            // TODO:check real fov, enlarge if < nn, and do clipping if > mm
-            const float fovFactor = 1.45f;
-            float view_heading = get_heading() * SG_DEGREES_TO_RADIANS;
-            float range = 200.0f / range_nm;
-            _Instrument->setStringValue("status", modeButton.c_str());
-            if( display_mode == "arc" ) {
-                glTranslatef(0.0f, -180.0f, 0.0f);
-                range = 2*180.0f / range_nm;
-            } else if( display_mode == "map" ) {
-//                float view_heading = get_track() * SG_DEGREES_TO_RADIANS;
-            } else if( display_mode == "plan" ) {
-                // no sense I presume
-                               view_heading = 0;
-            } else {
-                // rose
-            }
-            range /= SG_NM_TO_METER;
-            // we will rotate the echo quads, this gives a better rendering
-            const float rot_x = cos ( view_heading );
-            const float rot_y = sin ( view_heading );
+    if ( switchKnob == "off" ) {
+        _Instrument->setStringValue("status","");
+    } else if ( switchKnob == "stby" ) {
+        _Instrument->setStringValue("status","STBY");
+    } else if ( switchKnob == "tst" ) {
+        _Instrument->setStringValue("status","TST");
+        // find something interesting to do...
+    } else {
+        string display_mode = _Instrument->getStringValue("display-mode", "arc");
 
-            list_of_SGWxRadarEcho *radarEcho = &radarEchoBuffer;
-            list_of_SGWxRadarEcho::iterator iradarEcho;
-            const float LWClevel[] = { 0.1f, 0.5f, 2.1f };
-            const float symbolSize = 1.0f / 8.0f ;
-            // draw the radar echo, we do that in 3 passes, one for each color level
-            // this is to 'merge' same colors together
-            glBindTexture(GL_TEXTURE_2D, wxEcho->getHandle() );
-            glColor3f(1.0f, 1.0f, 1.0f);
-            glBegin( GL_QUADS );
+        // pretend we have a scan angle bigger then the FOV
+        // TODO:check real fov, enlarge if < nn, and do clipping if > mm
+        const float fovFactor = 1.45f;
+        float view_heading = get_heading() * SG_DEGREES_TO_RADIANS;
+        float range = 200.0f / range_nm;
+        _Instrument->setStringValue("status", modeButton.c_str());
+        if ( display_mode == "arc" ) {
+            glTranslatef(0.0f, -180.0f, 0.0f);
+            range = 2*180.0f / range_nm;
+        } else if ( display_mode == "map" ) {
+//            float view_heading = get_track() * SG_DEGREES_TO_RADIANS;
+        } else if ( display_mode == "plan" ) {
+            // no sense I presume
+            view_heading = 0;
+        } else {
+            // rose
+        }
+        range /= SG_NM_TO_METER;
+        // we will rotate the echo quads, this gives a better rendering
+        const float rot_x = cos ( view_heading );
+        const float rot_y = sin ( view_heading );
+
+        list_of_SGWxRadarEcho *radarEcho = &radarEchoBuffer;
+        list_of_SGWxRadarEcho::iterator iradarEcho;
+        const float LWClevel[] = { 0.1f, 0.5f, 2.1f };
+        const float symbolSize = 1.0f / 8.0f ;
+        // draw the radar echo, we do that in 3 passes, one for each color level
+        // this is to 'merge' same colors together
+        glBindTexture(GL_TEXTURE_2D, wxEcho->getHandle() );
+        glColor3f(1.0f, 1.0f, 1.0f);
+        glBegin( GL_QUADS );
 
-            for(int level = 0; level <= 2 ; level++ ) {
-                float col = level * symbolSize;
-                for(iradarEcho = radarEcho->begin() ; iradarEcho != radarEcho->end() ; iradarEcho++ ) {
-                    int cloudId = (iradarEcho->cloudId) ;
-                    bool upgrade = ((cloudId >> 5) & 1);
-                    float lwc = iradarEcho->LWC + (upgrade ? 1.0f : 0.0f);
-                    // skip ns
-                    if( iradarEcho->LWC >= 0.5 && iradarEcho->LWC <= 0.6)
+        for (int level = 0; level <= 2 ; level++ ) {
+            float col = level * symbolSize;
+            for (iradarEcho = radarEcho->begin() ; iradarEcho != radarEcho->end() ; iradarEcho++ ) {
+                int cloudId = (iradarEcho->cloudId) ;
+                bool upgrade = ((cloudId >> 5) & 1);
+                float lwc = iradarEcho->LWC + (upgrade ? 1.0f : 0.0f);
+                // skip ns
+                if ( iradarEcho->LWC >= 0.5 && iradarEcho->LWC <= 0.6)
+                    continue;
+                if ( (! iradarEcho->lightning) && ( lwc >= LWClevel[level]) ) {
+                    float dist = sgSqrt( iradarEcho->dist );
+                    float size = iradarEcho->radius * 2.0;
+                    if ( dist - size > range_m )
                         continue;
-                    if( (! iradarEcho->lightning) && ( lwc >= LWClevel[level]) ) {
-                        float dist = sgSqrt( iradarEcho->dist );
-                        float size = iradarEcho->radius * 2.0;
-                        if( dist - size > range_m )
-                            continue;
-                        dist = dist * range;
-                        size = size * range;
-                        // compute the relative angle from the view direction
-                        float angle = ( view_heading + iradarEcho->heading );
-                        if( angle > SG_PI )
-                            angle -= 2.0*SG_PI;
-                        if( angle < - SG_PI )
-                            angle += 2.0*SG_PI;
-                        // and apply a fov factor to simulate a greater scan angle
-                        angle =  angle * fovFactor + SG_PI / 2.0;
-                        float x = cos( angle ) * dist;
-                        float y = sin( angle ) * dist;
-                        // use different shapes so the display is less boring
-                        float row = symbolSize * (float) (4 + (cloudId & 3) );
-                        float size_x = rot_x * size;
-                        float size_y = rot_y * size;
+                    dist = dist * range;
+                    size = size * range;
+                    // compute the relative angle from the view direction
+                    float angle = ( view_heading + iradarEcho->heading );
+                    if ( angle > SG_PI )
+                        angle -= 2.0*SG_PI;
+                    if ( angle < - SG_PI )
+                        angle += 2.0*SG_PI;
+                    // and apply a fov factor to simulate a greater scan angle
+                    angle =  angle * fovFactor + SG_PI / 2.0;
+                    float x = cos( angle ) * dist;
+                    float y = sin( angle ) * dist;
+                    // use different shapes so the display is less boring
+                    float row = symbolSize * (float) (4 + (cloudId & 3) );
+                    float size_x = rot_x * size;
+                    float size_y = rot_y * size;
+                    glTexCoord2f( col, row);
+                    glVertex2f( x - size_x, y - size_y);
+                    glTexCoord2f( col+symbolSize, row);
+                    glVertex2f( x + size_y, y - size_x);
+                    glTexCoord2f( col+symbolSize, row+symbolSize);
+                    glVertex2f( x + size_x, y + size_y);
+                    glTexCoord2f( col, row+symbolSize);
+                    glVertex2f( x - size_y, y + size_x);
+                }
+            }
+        }
+        glEnd(); // GL_QUADS
+
+        // draw lightning echos
+        if ( drawLightning ) {
+            float col = 3 * symbolSize;
+            float row = 4 * symbolSize;
+            for (iradarEcho = radarEcho->begin() ; iradarEcho != radarEcho->end() ; iradarEcho++ ) {
+                if ( iradarEcho->lightning ) {
+                    float dist = iradarEcho->dist;
+                    dist = dist * range;
+                    float angle = (view_heading - iradarEcho->heading);
+                    if ( angle > SG_PI )
+                        angle -= 2.0*SG_PI;
+                    if ( angle < - SG_PI )
+                        angle += 2.0*SG_PI;
+                    angle =  angle * fovFactor - SG_PI / 2.0;
+                    float x = cos( angle ) * dist;
+                    float y = sin( angle ) * dist;
+                    glColor3f(1.0f, 1.0f, 1.0f);
+                    float size = symbolSize * 0.5f;
+                    glBegin( GL_QUADS );
                         glTexCoord2f( col, row);
-                        glVertex2f( x - size_x, y - size_y);
+                        glVertex2f( x - size, y - size);
                         glTexCoord2f( col+symbolSize, row);
-                        glVertex2f( x + size_y, y - size_x);
+                        glVertex2f( x + size, y - size);
                         glTexCoord2f( col+symbolSize, row+symbolSize);
-                        glVertex2f( x + size_x, y + size_y);
+                        glVertex2f( x + size, y + size);
                         glTexCoord2f( col, row+symbolSize);
-                        glVertex2f( x - size_y, y + size_x);
-                    }
+                        glVertex2f( x - size, y + size);
+                    glEnd();
                 }
             }
-            glEnd(); // GL_QUADS
+        }
+        // erase what is out of sight of antenna
+        /*
+            |\     /|
+            | \   / |
+            |  \ /  |
+            ---------
+            |       |
+            |       |
+            ---------
+        */
+        float yOffset = 180.0f, xOffset = 256.0f;
 
-            // draw lightning echos
-            if( drawLightning ) {
-                float col = 3 * symbolSize;
-                float row = 4 * symbolSize;
-                for(iradarEcho = radarEcho->begin() ; iradarEcho != radarEcho->end() ; iradarEcho++ ) {
-                    if( iradarEcho->lightning ) {
-                        float dist = iradarEcho->dist;
-                        dist = dist * range;
-                        float angle = (view_heading - iradarEcho->heading);
-                        if( angle > SG_PI )
-                            angle -= 2.0*SG_PI;
-                        if( angle < - SG_PI )
-                            angle += 2.0*SG_PI;
-                        angle =  angle * fovFactor - SG_PI / 2.0;
-                        float x = cos( angle ) * dist;
-                        float y = sin( angle ) * dist;
-                        glColor3f(1.0f, 1.0f, 1.0f);
-                        float size = symbolSize * 0.5f;
-                        glBegin( GL_QUADS );
-                            glTexCoord2f( col, row);
-                            glVertex2f( x - size, y - size);
-                            glTexCoord2f( col+symbolSize, row);
-                            glVertex2f( x + size, y - size);
-                            glTexCoord2f( col+symbolSize, row+symbolSize);
-                            glVertex2f( x + size, y + size);
-                            glTexCoord2f( col, row+symbolSize);
-                            glVertex2f( x - size, y + size);
-                        glEnd();
-                    }
-                }
-            }
-            // erase what is out of sight of antenna
-            /*
-                |\     /|
-                | \   / |
-                |  \ /  |
-                ---------
-                |       |
-                |       |
-                ---------
-            */
-            float yOffset = 180.0f, xOffset = 256.0f;
-                       
-            if( display_mode != "arc" ) {
-                yOffset = 40.0f;
-                xOffset = 240.0f;
-            }
-                       
-            if ( display_mode != "plan" ) {    
-             glDisable(GL_BLEND);
-               glColor4f(1.0f, 0.0f, 0.0f, 0.01f);
+        if ( display_mode != "arc" ) {
+            yOffset = 40.0f;
+            xOffset = 240.0f;
+        }
+
+        if ( display_mode != "plan" ) {
+            glDisable(GL_BLEND);
+            glColor4f(1.0f, 0.0f, 0.0f, 0.01f);
             glBegin( GL_QUADS );
-                glTexCoord2f( 0.5f, 0.25f);
-                glVertex2f(-xOffset, 0.0 + yOffset);
-                glTexCoord2f( 1.0f, 0.25f);
-                glVertex2f(xOffset, 0.0 + yOffset);
-                glTexCoord2f( 1.0f, 0.5f);
-                glVertex2f(xOffset, 256.0 + yOffset);
-                glTexCoord2f( 0.5f, 0.5f);
-                glVertex2f(-xOffset, 256.0 + yOffset);
+            glTexCoord2f( 0.5f, 0.25f);
+            glVertex2f(-xOffset, 0.0 + yOffset);
+            glTexCoord2f( 1.0f, 0.25f);
+            glVertex2f(xOffset, 0.0 + yOffset);
+            glTexCoord2f( 1.0f, 0.5f);
+            glVertex2f(xOffset, 256.0 + yOffset);
+            glTexCoord2f( 0.5f, 0.5f);
+            glVertex2f(-xOffset, 256.0 + yOffset);
             glEnd();
 
             glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
-//            glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
+//          glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
             glDisable(GL_ALPHA_TEST);
             glBindTexture(GL_TEXTURE_2D, 0);
 
             glBegin( GL_TRIANGLES );
-                glVertex2f(0.0, 0.0);
-                glVertex2f(-256.0, 0.0);
-                glVertex2f(-256.0, 256.0 * tan(30*SG_DEGREES_TO_RADIANS));                      
+            glVertex2f(0.0, 0.0);
+            glVertex2f(-256.0, 0.0);
+            glVertex2f(-256.0, 256.0 * tan(30*SG_DEGREES_TO_RADIANS));
 
-                glVertex2f(0.0, 0.0);
-                glVertex2f(256.0, 0.0);
-                glVertex2f(256.0, 256.0 * tan(30*SG_DEGREES_TO_RADIANS));
+            glVertex2f(0.0, 0.0);
+            glVertex2f(256.0, 0.0);
+            glVertex2f(256.0, 256.0 * tan(30*SG_DEGREES_TO_RADIANS));
 
-                glVertex2f(-256, 0.0);
-                glVertex2f(256.0, 0.0);
-                glVertex2f(-256.0, -256.0);
+            glVertex2f(-256, 0.0);
+            glVertex2f(256.0, 0.0);
+            glVertex2f(-256.0, -256.0);
 
-                glVertex2f(256, 0.0);
-                glVertex2f(256.0, -256.0);
-                glVertex2f(-256.0, -256.0);
+            glVertex2f(256, 0.0);
+            glVertex2f(256.0, -256.0);
+            glVertex2f(-256.0, -256.0);
             glEnd();
-                       }
+        }
 
-            // DEBUG only
-/*            glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
-            glBegin( GL_LINES );
-                glVertex2f(0.0, 0.0);
-                glVertex2f(-256.0, 256.0);
-                glVertex2f(0.0, 0.0);
-                glVertex2f(256.0, 256.0);
-            glEnd();*/
+        // DEBUG only
+/*      glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
+        glBegin( GL_LINES );
+        glVertex2f(0.0, 0.0);
+        glVertex2f(-256.0, 256.0);
+        glVertex2f(0.0, 0.0);
+        glVertex2f(256.0, 256.0);
+        glEnd();*/
 
-            glEnable(GL_BLEND);
-            glEnable(GL_ALPHA_TEST);
-        }
+        glEnable(GL_BLEND);
+        glEnable(GL_ALPHA_TEST);
+    }
     glPopMatrix();
     odg->endCapture( resultTexture->getHandle() );
 }