]> git.mxchange.org Git - flightgear.git/commitdiff
- open window as soon as possible
authormfranz <mfranz>
Wed, 4 May 2005 21:28:42 +0000 (21:28 +0000)
committermfranz <mfranz>
Wed, 4 May 2005 21:28:42 +0000 (21:28 +0000)
- move most of the initialization in chunks into the idle loop
- remove unused first fgSplashUpdate() parameter

src/Main/fg_init.cxx
src/Main/main.cxx
src/Main/renderer.cxx
src/Main/splash.cxx
src/Main/splash.hxx

index 5dd56df2e0a46cce947418f5fea773597ca4486f..c2bc2bc9d1f6252e4e16df1db4121b3fdf1ddc33 100644 (file)
 #include "options.hxx"
 #include "globals.hxx"
 #include "logger.hxx"
+#include "splash.hxx"
 #include "viewmgr.hxx"
 
 #if defined(FX) && defined(XMESA)
@@ -1059,6 +1060,8 @@ fgInitNav ()
 
     fgAirportDBLoad( airports, runways, aptdb.str(), p_metar.str() );
 
+    fgSplashUpdate( 1.0 );
+
     FGNavList *navlist = new FGNavList;
     FGNavList *loclist = new FGNavList;
     FGNavList *gslist = new FGNavList;
@@ -1076,6 +1079,8 @@ fgInitNav ()
                 "Problems loading one or more navigational database" );
     }
 
+    fgSplashUpdate( 1.0 );
+
     if ( fgGetBool("/sim/navdb/localizers/auto-align", true) ) {
         // align all the localizers with their corresponding runways
         // since data sources are good for cockpit navigation
@@ -1616,6 +1621,7 @@ bool fgInitSubsystems() {
     // update the current timezone each 30 minutes
     globals->get_event_mgr()->addTask( "fgUpdateLocalTime()",
                                        &fgUpdateLocalTime, 30*60 );
+    fgInitTimeOffset();                // the environment subsystem needs this
 
 
     ////////////////////////////////////////////////////////////////////
index e3f255f6b2cd6895bd3917fd334cf7f47d92d6f9..83fe5dbd69796df67e4f8434f28e0476bbd80bb1 100644 (file)
@@ -651,13 +651,201 @@ static void fgIdleFunction ( void ) {
     // printf("idle state == %d\n", idle_state);
 
     if ( idle_state == 0 ) {
-        // Initialize the splash screen right away
-        if ( fgGetBool("/sim/startup/splash-screen") ) {
-            fgSplashInit(fgGetString("/sim/startup/splash-texture"));
-        }
-        
         idle_state++;
+
+        // This seems to be the absolute earliest in the init sequence
+        // that these calls will return valid info.  Too bad it's after
+        // we've already created and sized out window. :-(
+        general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
+        general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
+        general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
+        SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
+
+        GLint tmp;
+        glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
+        general.set_glMaxTexSize( tmp );
+        SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
+
+        glGetIntegerv( GL_DEPTH_BITS, &tmp );
+        general.set_glDepthBits( tmp );
+        SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
+
+        // Initialize ssg (from plib).  Needs to come before we do any
+        // other ssg stuff, but after opengl has been initialized.
+        ssgInit();
+
+        // Initialize the user interface (we need to do this before
+        // passing off control to the OS main loop and before
+         // fgInitGeneral to get our fonts !!!
+        guiInit();
+
+
     } else if ( idle_state == 1 ) {
+        idle_state++;
+        // Read the list of available aircrafts
+        fgReadAircraft();
+
+#ifdef GL_EXT_texture_lod_bias
+        glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
+#endif
+
+        // get the address of our OpenGL extensions
+        if ( fgGetBool("/sim/rendering/distance-attenuation") ) {
+            if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
+                glPointParameterIsSupported = true;
+                glPointParameterfPtr = (glPointParameterfProc)
+                                       SGLookupFunction("glPointParameterfEXT");
+                glPointParameterfvPtr = (glPointParameterfvProc)
+                                        SGLookupFunction("glPointParameterfvEXT");
+
+            } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
+                glPointParameterIsSupported = true;
+                glPointParameterfPtr = (glPointParameterfProc)
+                                       SGLookupFunction("glPointParameterfARB");
+                glPointParameterfvPtr = (glPointParameterfvProc)
+                                        SGLookupFunction("glPointParameterfvARB");
+            } else
+                glPointParameterIsSupported = false;
+        }
+
+
+    } else if ( idle_state == 2 ) {
+        idle_state++;
+        fgInitNav();
+
+
+    } else if ( idle_state == 3 ) {
+        idle_state++;
+        // based on the requested presets, calculate the true starting
+        // lon, lat
+        fgInitPosition();
+
+        SGTime *t = fgInitTime();
+        globals->set_time_params( t );
+
+        // Do some quick general initializations
+        if( !fgInitGeneral()) {
+            SG_LOG( SG_GENERAL, SG_ALERT, 
+                "General initializations failed ..." );
+            exit(-1);
+        }
+
+        ////////////////////////////////////////////////////////////////////
+        // Initialize the property-based built-in commands
+        ////////////////////////////////////////////////////////////////////
+        fgInitCommands();
+
+
+        ////////////////////////////////////////////////////////////////////
+        // Initialize the material manager
+        ////////////////////////////////////////////////////////////////////
+        globals->set_matlib( new SGMaterialLib );
+        globals->set_model_lib(new SGModelLib);
+
+
+        ////////////////////////////////////////////////////////////////////
+        // Initialize the TG scenery subsystem.
+        ////////////////////////////////////////////////////////////////////
+        globals->set_scenery( new FGScenery );
+        globals->get_scenery()->init();
+        globals->get_scenery()->bind();
+        globals->set_tile_mgr( new FGTileMgr );
+
+
+        ////////////////////////////////////////////////////////////////////
+        // Initialize the general model subsystem.
+        ////////////////////////////////////////////////////////////////////
+        globals->set_model_mgr(new FGModelMgr);
+        globals->get_model_mgr()->init();
+        globals->get_model_mgr()->bind();
+
+
+    } else if ( idle_state == 4 ) {
+        idle_state++;
+        ////////////////////////////////////////////////////////////////////
+        // Initialize the 3D aircraft model subsystem (has a dependency on
+        // the scenery subsystem.)
+        ////////////////////////////////////////////////////////////////////
+        globals->set_aircraft_model(new FGAircraftModel);
+        globals->get_aircraft_model()->init();
+        globals->get_aircraft_model()->bind();
+
+        ////////////////////////////////////////////////////////////////////
+        // Initialize the view manager subsystem.
+        ////////////////////////////////////////////////////////////////////
+        FGViewMgr *viewmgr = new FGViewMgr;
+        globals->set_viewmgr( viewmgr );
+        viewmgr->init();
+        viewmgr->bind();
+
+
+    } else if ( idle_state == 5 ) {
+        idle_state++;
+        // Initialize the sky
+        SGPath ephem_data_path( globals->get_fg_root() );
+        ephem_data_path.append( "Astro" );
+        SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
+        ephem->update( globals->get_time_params()->getMjd(),
+                       globals->get_time_params()->getLst(),
+                       0.0 );
+        globals->set_ephem( ephem );
+
+        // TODO: move to environment mgr
+        thesky = new SGSky;
+        SGPath texture_path(globals->get_fg_root());
+        texture_path.append("Textures");
+        texture_path.append("Sky");
+        for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
+            SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
+            thesky->add_cloud_layer(layer);
+        }
+
+        SGPath sky_tex_path( globals->get_fg_root() );
+        sky_tex_path.append( "Textures" );
+        sky_tex_path.append( "Sky" );
+        thesky->texture_path( sky_tex_path.str() );
+
+        // The sun and moon diameters are scaled down numbers of the
+        // actual diameters. This was needed to fit bot the sun and the
+        // moon within the distance to the far clip plane.
+        // Moon diameter:    3,476 kilometers
+        // Sun diameter: 1,390,000 kilometers
+        thesky->build( 80000.0, 80000.0,
+                       463.3, 361.8,
+                       globals->get_ephem()->getNumPlanets(), 
+                       globals->get_ephem()->getPlanets(),
+                       globals->get_ephem()->getNumStars(),
+                       globals->get_ephem()->getStars() );
+
+        // Initialize MagVar model
+        SGMagVar *magvar = new SGMagVar();
+        globals->set_mag( magvar );
+
+
+                                    // kludge to initialize mag compass
+                                    // (should only be done for in-flight
+                                    // startup)
+        // update magvar model
+        globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
+                                    * SGD_DEGREES_TO_RADIANS,
+                                    fgGetDouble("/position/latitude-deg")
+                                    * SGD_DEGREES_TO_RADIANS,
+                                    fgGetDouble("/position/altitude-ft")
+                                    * SG_FEET_TO_METER,
+                                    globals->get_time_params()->getJD() );
+        double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
+        fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
+
+        // airport = new ssgBranch;
+        // airport->setName( "Airport Lighting" );
+        // lighting->addKid( airport );
+
+        // build our custom render states
+        globals->get_renderer()->build_states();
+
+
+    } else if ( idle_state == 6 ) {
+        idle_state++;
         // Initialize audio support
 #ifdef ENABLE_AUDIO_SUPPORT
 
@@ -681,8 +869,6 @@ static void fgIdleFunction ( void ) {
         }
 #endif
 
-        idle_state++;
-    } else if ( idle_state == 2 ) {
         // These are a few miscellaneous things that aren't really
         // "subsystems" but still need to be initialized.
 
@@ -692,8 +878,6 @@ static void fgIdleFunction ( void ) {
         }
 #endif
 
-        idle_state++;
-    } else if ( idle_state == 3 ) {
         // This is the top level init routine which calls all the
         // other subsystem initialization routines.  If you are adding
         // a subsystem to flightgear, its initialization call should
@@ -704,8 +888,9 @@ static void fgIdleFunction ( void ) {
             exit(-1);
         }
 
+
+    } else if ( idle_state == 7 ) {
         idle_state++;
-    } else if ( idle_state == 4 ) {
         // Initialize the time offset (warp) after fgInitSubsystem
         // (which initializes the lighting interpolation tables.)
         fgInitTimeOffset();
@@ -716,31 +901,25 @@ static void fgIdleFunction ( void ) {
         // Read the list of available aircrafts
         fgReadAircraft();
 
-        idle_state++;
-    } else if ( idle_state == 5 ) {
-
-        idle_state++;
-    } else if ( idle_state == 6 ) {
-        // sleep(1);
 
+    } else if ( idle_state == 8 ) {
         idle_state = 1000;
 
         SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
         globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
                                          fgGetInt("/sim/startup/ysize") );
 
-    } 
 
-    if ( idle_state == 1000 ) {
+    }
+
+    if ( idle_state < 1000 ) {
+        fgSplashUpdate( 1.0 );
+
+    } else {
         // We've finished all our initialization steps, from now on we
         // run the main loop.
         fgSetBool("sim/sceneryloaded",false);
-
-        fgRegisterIdleHandler(fgMainLoop);
-    } else {
-        if ( fgGetBool("/sim/startup/splash-screen") ) {
-            fgSplashUpdate(0.0, 1.0);
-        }
+        fgRegisterIdleHandler( fgMainLoop );
     }
 }
 
@@ -835,6 +1014,9 @@ bool fgMainInit( int argc, char **argv ) {
     bool get_stencil_buffer = false;
 #endif
 
+    // Initialize plib net interface
+    netInit( &argc, argv );
+
     // Clouds3D requires an alpha channel
     // clouds may require stencil buffer
     fgOSOpenWindow( fgGetInt("/sim/startup/xsize"),
@@ -844,182 +1026,8 @@ bool fgMainInit( int argc, char **argv ) {
                     get_stencil_buffer,
                     fgGetBool("/sim/startup/fullscreen") );
 
-    // This seems to be the absolute earliest in the init sequence
-    // that these calls will return valid info.  Too bad it's after
-    // we've already created and sized out window. :-(
-    general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
-    general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
-    general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
-    SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
-
-    GLint tmp;
-    glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
-    general.set_glMaxTexSize( tmp );
-    SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
-
-    glGetIntegerv( GL_DEPTH_BITS, &tmp );
-    general.set_glDepthBits( tmp );
-    SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
-
-    // Initialize plib net interface
-    netInit( &argc, argv );
-
-    // Initialize ssg (from plib).  Needs to come before we do any
-    // other ssg stuff, but after opengl has been initialized.
-    ssgInit();
-
-    // Initialize the user interface (we need to do this before
-    // passing off control to the OS main loop and before
-    // fgInitGeneral to get our fonts !!!
-    guiInit();
-
-    // Read the list of available aircrafts
-    fgReadAircraft();
-
-#ifdef GL_EXT_texture_lod_bias
-    glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
-#endif
-
-            // get the address of our OpenGL extensions
-    if ( fgGetBool("/sim/rendering/distance-attenuation") )
-    {
-        if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
-            glPointParameterIsSupported = true;
-            glPointParameterfPtr = (glPointParameterfProc)
-                                   SGLookupFunction("glPointParameterfEXT");
-            glPointParameterfvPtr = (glPointParameterfvProc)
-                                    SGLookupFunction("glPointParameterfvEXT");
-
-        } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
-            glPointParameterIsSupported = true;
-            glPointParameterfPtr = (glPointParameterfProc)
-                                   SGLookupFunction("glPointParameterfARB");
-            glPointParameterfvPtr = (glPointParameterfvProc)
-                                    SGLookupFunction("glPointParameterfvARB");
-        } else
-            glPointParameterIsSupported = false;
-   }
-
-    // based on the requested presets, calculate the true starting
-    // lon, lat
-    fgInitNav();
-    fgInitPosition();
-
-    SGTime *t = fgInitTime();
-    globals->set_time_params( t );
-
-    // Do some quick general initializations
-    if( !fgInitGeneral()) {
-        SG_LOG( SG_GENERAL, SG_ALERT, 
-            "General initializations failed ..." );
-        exit(-1);
-    }
-
-    ////////////////////////////////////////////////////////////////////
-    // Initialize the property-based built-in commands
-    ////////////////////////////////////////////////////////////////////
-    fgInitCommands();
-
-    ////////////////////////////////////////////////////////////////////
-    // Initialize the material manager
-    ////////////////////////////////////////////////////////////////////
-    globals->set_matlib( new SGMaterialLib );
-
-    globals->set_model_lib(new SGModelLib);
-
-    ////////////////////////////////////////////////////////////////////
-    // Initialize the TG scenery subsystem.
-    ////////////////////////////////////////////////////////////////////
-    globals->set_scenery( new FGScenery );
-    globals->get_scenery()->init();
-    globals->get_scenery()->bind();
-    globals->set_tile_mgr( new FGTileMgr );
-
-    ////////////////////////////////////////////////////////////////////
-    // Initialize the general model subsystem.
-    ////////////////////////////////////////////////////////////////////
-    globals->set_model_mgr(new FGModelMgr);
-    globals->get_model_mgr()->init();
-    globals->get_model_mgr()->bind();
-
-    ////////////////////////////////////////////////////////////////////
-    // Initialize the 3D aircraft model subsystem (has a dependency on
-    // the scenery subsystem.)
-    ////////////////////////////////////////////////////////////////////
-    globals->set_aircraft_model(new FGAircraftModel);
-    globals->get_aircraft_model()->init();
-    globals->get_aircraft_model()->bind();
-
-    ////////////////////////////////////////////////////////////////////
-    // Initialize the view manager subsystem.
-    ////////////////////////////////////////////////////////////////////
-    FGViewMgr *viewmgr = new FGViewMgr;
-    globals->set_viewmgr( viewmgr );
-    viewmgr->init();
-    viewmgr->bind();
-
-
-    // Initialize the sky
-    SGPath ephem_data_path( globals->get_fg_root() );
-    ephem_data_path.append( "Astro" );
-    SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
-    ephem->update( globals->get_time_params()->getMjd(),
-                   globals->get_time_params()->getLst(),
-                   0.0 );
-    globals->set_ephem( ephem );
-
-    // TODO: move to environment mgr
-    thesky = new SGSky;
-    SGPath texture_path(globals->get_fg_root());
-    texture_path.append("Textures");
-    texture_path.append("Sky");
-    for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
-        SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
-        thesky->add_cloud_layer(layer);
-    }
-
-    SGPath sky_tex_path( globals->get_fg_root() );
-    sky_tex_path.append( "Textures" );
-    sky_tex_path.append( "Sky" );
-    thesky->texture_path( sky_tex_path.str() );
-
-    // The sun and moon diameters are scaled down numbers of the
-    // actual diameters. This was needed to fit bot the sun and the
-    // moon within the distance to the far clip plane.
-    // Moon diameter:    3,476 kilometers
-    // Sun diameter: 1,390,000 kilometers
-    thesky->build( 80000.0, 80000.0,
-                   463.3, 361.8,
-                   globals->get_ephem()->getNumPlanets(), 
-                   globals->get_ephem()->getPlanets(),
-                   globals->get_ephem()->getNumStars(),
-                   globals->get_ephem()->getStars() );
-
-    // Initialize MagVar model
-    SGMagVar *magvar = new SGMagVar();
-    globals->set_mag( magvar );
-
-
-                                // kludge to initialize mag compass
-                                // (should only be done for in-flight
-                                // startup)
-    // update magvar model
-    globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
-                                * SGD_DEGREES_TO_RADIANS,
-                                fgGetDouble("/position/latitude-deg")
-                                * SGD_DEGREES_TO_RADIANS,
-                                fgGetDouble("/position/altitude-ft")
-                                * SG_FEET_TO_METER,
-                                globals->get_time_params()->getJD() );
-    double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
-    fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
-
-    // airport = new ssgBranch;
-    // airport->setName( "Airport Lighting" );
-    // lighting->addKid( airport );
-
-    // build our custom render states
-    globals->get_renderer()->build_states();
+    // Initialize the splash screen right away
+    fgSplashInit(fgGetString("/sim/startup/splash-texture"));
 
     // pass control off to the master event handler
     fgOSMainLoop();
@@ -1030,4 +1038,3 @@ bool fgMainInit( int argc, char **argv ) {
 }
 
 
-// end of main.cxx
index b3102774bb8d727aa7d8a5f231a1d8ff04647d23..2664a29e0ca735cb063465ed2455b98437a69371 100644 (file)
@@ -233,6 +233,18 @@ FGRenderer::init( void ) {
 void
 FGRenderer::update( bool refresh_camera_settings ) {
     bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
+
+    if ( idle_state < 1000 || !scenery_loaded ) {
+        // still initializing, draw the splash screen
+        fgSplashUpdate(1.0);
+
+        // Keep resetting sim time while the sim is initializing
+        globals->set_sim_time_sec( 0.0 );
+        SGAnimation::set_sim_time_sec( 0.0 );
+        return;
+    }
+
+
     bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
     bool skyblend = fgGetBool("/sim/rendering/skyblend");
     bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
@@ -290,481 +302,468 @@ FGRenderer::update( bool refresh_camera_settings ) {
     // GLfloat mat_shininess[] = { 10.0 };
     GLbitfield clear_mask;
 
-    if ( idle_state != 1000 || !scenery_loaded ) {
-        // still initializing, draw the splash screen
-        if ( fgGetBool("/sim/startup/splash-screen") ) {
-            fgSplashUpdate(0.0, 1.0);
-        }
-        // Keep resetting sim time while the sim is initializing
-        globals->set_sim_time_sec( 0.0 );
-        SGAnimation::set_sim_time_sec( 0.0 );
-    } else {
-        // idle_state is now 1000 meaning we've finished all our
-        // initializations and are running the main loop, so this will
-        // now work without seg faulting the system.
-
-        FGViewer *current__view = globals->get_current_view();
-
-        // calculate our current position in cartesian space
-        Point3D cntr = globals->get_scenery()->get_next_center();
-        globals->get_scenery()->set_center(cntr);
-        current__view->set_scenery_center(cntr);
-
-        if ( refresh_camera_settings ) {
-            // update view port
-            resize( fgGetInt("/sim/startup/xsize"),
-                    fgGetInt("/sim/startup/ysize") );
-
-            // Tell GL we are switching to model view parameters
-            glMatrixMode(GL_MODELVIEW);
-            glLoadIdentity();
-            ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
-        }
+    // idle_state is now 1000 meaning we've finished all our
+    // initializations and are running the main loop, so this will
+    // now work without seg faulting the system.
+
+    FGViewer *current__view = globals->get_current_view();
+
+    // calculate our current position in cartesian space
+    Point3D cntr = globals->get_scenery()->get_next_center();
+    globals->get_scenery()->set_center(cntr);
+    current__view->set_scenery_center(cntr);
+
+    if ( refresh_camera_settings ) {
+        // update view port
+        resize( fgGetInt("/sim/startup/xsize"),
+                fgGetInt("/sim/startup/ysize") );
 
-        if ( fgGetBool("/sim/rendering/clouds3d") ) {
-            glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
-            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 ) ;
+        // Tell GL we are switching to model view parameters
+        glMatrixMode(GL_MODELVIEW);
+        glLoadIdentity();
+        ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
+    }
+
+    if ( fgGetBool("/sim/rendering/clouds3d") ) {
+        glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
+        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 ) ;
 
 #ifdef FG_USE_CLOUDS_3D
-            if ( _bcloud_orig ) {
-                Point3D c = globals->get_scenery()->get_center();
-                sgClouds3d->Set_Cloud_Orig( &c );
-                _bcloud_orig = false;
-            }
-            sgClouds3d->Update( current__view->get_absolute_view_pos() );
-#endif
-            glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
-            glDisable(GL_DEPTH_TEST);
+        if ( _bcloud_orig ) {
+            Point3D c = globals->get_scenery()->get_center();
+            sgClouds3d->Set_Cloud_Orig( &c );
+            _bcloud_orig = false;
         }
+        sgClouds3d->Update( current__view->get_absolute_view_pos() );
+#endif
+        glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+        glDisable(GL_DEPTH_TEST);
+    }
 
-        clear_mask = GL_DEPTH_BUFFER_BIT;
-        if ( fgGetBool("/sim/rendering/wireframe") ) {
-            clear_mask |= GL_COLOR_BUFFER_BIT;
-        }
+    clear_mask = GL_DEPTH_BUFFER_BIT;
+    if ( fgGetBool("/sim/rendering/wireframe") ) {
+        clear_mask |= GL_COLOR_BUFFER_BIT;
+    }
 
-        if ( skyblend ) {
-            if ( fgGetBool("/sim/rendering/textures") ) {
-            // glClearColor(black[0], black[1], black[2], black[3]);
-            glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
-                         l->adj_fog_color()[2], l->adj_fog_color()[3]);
-            clear_mask |= GL_COLOR_BUFFER_BIT;
-            }
-        } else {
-            glClearColor(l->sky_color()[0], l->sky_color()[1],
-                         l->sky_color()[2], l->sky_color()[3]);
-            clear_mask |= GL_COLOR_BUFFER_BIT;
+    if ( skyblend ) {
+        if ( fgGetBool("/sim/rendering/textures") ) {
+        // glClearColor(black[0], black[1], black[2], black[3]);
+        glClearColor(l->adj_fog_color()[0], l->adj_fog_color()[1],
+                     l->adj_fog_color()[2], l->adj_fog_color()[3]);
+        clear_mask |= GL_COLOR_BUFFER_BIT;
         }
-        if ( multi_pass_clouds && draw_clouds ) {
-            glClearStencil( 0 );
-            clear_mask |= GL_STENCIL_BUFFER_BIT;
+    } else {
+        glClearColor(l->sky_color()[0], l->sky_color()[1],
+                     l->sky_color()[2], l->sky_color()[3]);
+        clear_mask |= GL_COLOR_BUFFER_BIT;
+    }
+    if ( multi_pass_clouds && draw_clouds ) {
+        glClearStencil( 0 );
+        clear_mask |= GL_STENCIL_BUFFER_BIT;
+    }
+    glClear( clear_mask );
+
+    // set the opengl state to known default values
+    default_state->force();
+
+    // update fog params if visibility has changed
+    double visibility_meters = fgGetDouble("/environment/visibility-m");
+    thesky->set_visibility(visibility_meters);
+
+    thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
+                        ( global_multi_loop * fgGetInt("/sim/speed-up") )
+                        / (double)fgGetInt("/sim/model-hz") );
+
+    // Set correct opengl fog density
+    glFogf (GL_FOG_DENSITY, fog_exp2_density);
+
+    // update the sky dome
+    if ( skyblend ) {
+        /*
+         SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
+         << l->sky_color()[0] << " "
+         << l->sky_color()[1] << " "
+         << l->sky_color()[2] << " "
+         << l->sky_color()[3] );
+        SG_LOG( SG_GENERAL, SG_BULK, "    fog = "
+         << l->fog_color()[0] << " "
+         << l->fog_color()[1] << " "
+         << l->fog_color()[2] << " "
+         << l->fog_color()[3] ); 
+        SG_LOG( SG_GENERAL, SG_BULK,
+                "    sun_angle = " << l->sun_angle
+         << "    moon_angle = " << l->moon_angle );
+        */
+
+        static SGSkyColor scolor;
+        FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+
+        scolor.sky_color   = l->sky_color();
+        scolor.fog_color   = l->adj_fog_color();
+        scolor.cloud_color = l->cloud_color();
+        scolor.sun_angle   = l->get_sun_angle();
+        scolor.moon_angle  = l->get_moon_angle();
+        scolor.nplanets    = globals->get_ephem()->getNumPlanets();
+        scolor.nstars      = globals->get_ephem()->getNumStars();
+        scolor.planet_data = globals->get_ephem()->getPlanets();
+        scolor.star_data   = globals->get_ephem()->getStars();
+
+        thesky->repaint( scolor );
+
+        /*
+        SG_LOG( SG_GENERAL, SG_BULK,
+                "thesky->reposition( view_pos = " << view_pos[0] << " "
+         << view_pos[1] << " " << view_pos[2] );
+        SG_LOG( SG_GENERAL, SG_BULK,
+                "    zero_elev = " << zero_elev[0] << " "
+         << zero_elev[1] << " " << zero_elev[2]
+         << " lon = " << cur_fdm_state->get_Longitude()
+         << " lat = " << cur_fdm_state->get_Latitude() );
+        SG_LOG( SG_GENERAL, SG_BULK,
+                "    sun_rot = " << l->get_sun_rotation
+         << " gst = " << SGTime::cur_time_params->getGst() );
+        SG_LOG( SG_GENERAL, SG_BULK,
+             "    sun ra = " << globals->get_ephem()->getSunRightAscension()
+          << " sun dec = " << globals->get_ephem()->getSunDeclination()
+          << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
+          << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
+        */
+
+        // The sun and moon distances are scaled down versions
+        // of the actual distance to get both the moon and the sun
+        // within the range of the far clip plane.
+        // Moon distance:    384,467 kilometers
+        // Sun distance: 150,000,000 kilometers
+        double sun_horiz_eff, moon_horiz_eff;
+        if (fgGetBool("/sim/rendering/horizon-effect")) {
+        sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
+        moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
+        } else {
+           sun_horiz_eff = moon_horiz_eff = 1.0;
         }
-        glClear( clear_mask );
-
-        // set the opengl state to known default values
-        default_state->force();
-
-        // update fog params if visibility has changed
-        double visibility_meters = fgGetDouble("/environment/visibility-m");
-        thesky->set_visibility(visibility_meters);
-
-        thesky->modify_vis( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
-                            ( global_multi_loop * fgGetInt("/sim/speed-up") )
-                            / (double)fgGetInt("/sim/model-hz") );
-
-        // Set correct opengl fog density
-        glFogf (GL_FOG_DENSITY, fog_exp2_density);
-
-        // update the sky dome
-        if ( skyblend ) {
-            /*
-             SG_LOG( SG_GENERAL, SG_BULK, "thesky->repaint() sky_color = "
-             << l->sky_color()[0] << " "
-             << l->sky_color()[1] << " "
-             << l->sky_color()[2] << " "
-             << l->sky_color()[3] );
-            SG_LOG( SG_GENERAL, SG_BULK, "    fog = "
-             << l->fog_color()[0] << " "
-             << l->fog_color()[1] << " "
-             << l->fog_color()[2] << " "
-             << l->fog_color()[3] ); 
-            SG_LOG( SG_GENERAL, SG_BULK,
-                    "    sun_angle = " << l->sun_angle
-             << "    moon_angle = " << l->moon_angle );
-            */
-
-            static SGSkyColor scolor;
-            FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-
-            scolor.sky_color   = l->sky_color();
-            scolor.fog_color   = l->adj_fog_color();
-            scolor.cloud_color = l->cloud_color();
-            scolor.sun_angle   = l->get_sun_angle();
-            scolor.moon_angle  = l->get_moon_angle();
-            scolor.nplanets    = globals->get_ephem()->getNumPlanets();
-            scolor.nstars      = globals->get_ephem()->getNumStars();
-            scolor.planet_data = globals->get_ephem()->getPlanets();
-            scolor.star_data   = globals->get_ephem()->getStars();
-
-            thesky->repaint( scolor );
-
-            /*
-            SG_LOG( SG_GENERAL, SG_BULK,
-                    "thesky->reposition( view_pos = " << view_pos[0] << " "
-             << view_pos[1] << " " << view_pos[2] );
-            SG_LOG( SG_GENERAL, SG_BULK,
-                    "    zero_elev = " << zero_elev[0] << " "
-             << zero_elev[1] << " " << zero_elev[2]
-             << " lon = " << cur_fdm_state->get_Longitude()
-             << " lat = " << cur_fdm_state->get_Latitude() );
-            SG_LOG( SG_GENERAL, SG_BULK,
-                    "    sun_rot = " << l->get_sun_rotation
-             << " gst = " << SGTime::cur_time_params->getGst() );
-            SG_LOG( SG_GENERAL, SG_BULK,
-                 "    sun ra = " << globals->get_ephem()->getSunRightAscension()
-              << " sun dec = " << globals->get_ephem()->getSunDeclination()
-              << " moon ra = " << globals->get_ephem()->getMoonRightAscension()
-              << " moon dec = " << globals->get_ephem()->getMoonDeclination() );
-            */
-
-            // The sun and moon distances are scaled down versions
-            // of the actual distance to get both the moon and the sun
-            // within the range of the far clip plane.
-            // Moon distance:    384,467 kilometers
-            // Sun distance: 150,000,000 kilometers
-            double sun_horiz_eff, moon_horiz_eff;
-            if (fgGetBool("/sim/rendering/horizon-effect")) {
-            sun_horiz_eff = 0.67+pow(0.5+cos(l->get_sun_angle())*2/2, 0.33)/3;
-            moon_horiz_eff = 0.67+pow(0.5+cos(l->get_moon_angle())*2/2, 0.33)/3;
-            } else {
-               sun_horiz_eff = moon_horiz_eff = 1.0;
-            }
 
-            static SGSkyState sstate;
-
-            sstate.view_pos  = current__view->get_view_pos();
-            sstate.zero_elev = current__view->get_zero_elev();
-            sstate.view_up   = current__view->get_world_up();
-            sstate.lon       = current__view->getLongitude_deg()
-                                * SGD_DEGREES_TO_RADIANS;
-            sstate.lat       = current__view->getLatitude_deg()
-                                * SGD_DEGREES_TO_RADIANS;
-            sstate.alt       = current__view->getAltitudeASL_ft()
-                                * SG_FEET_TO_METER;
-            sstate.spin      = l->get_sun_rotation();
-            sstate.gst       = globals->get_time_params()->getGst();
-            sstate.sun_ra    = globals->get_ephem()->getSunRightAscension();
-            sstate.sun_dec   = globals->get_ephem()->getSunDeclination();
-            sstate.sun_dist  = 50000.0 * sun_horiz_eff;
-            sstate.moon_ra   = globals->get_ephem()->getMoonRightAscension();
-            sstate.moon_dec  = globals->get_ephem()->getMoonDeclination();
-            sstate.moon_dist = 40000.0 * moon_horiz_eff;
-
-            thesky->reposition( sstate, delta_time_sec );
-        }
+        static SGSkyState sstate;
+
+        sstate.view_pos  = current__view->get_view_pos();
+        sstate.zero_elev = current__view->get_zero_elev();
+        sstate.view_up   = current__view->get_world_up();
+        sstate.lon       = current__view->getLongitude_deg()
+                            * SGD_DEGREES_TO_RADIANS;
+        sstate.lat       = current__view->getLatitude_deg()
+                            * SGD_DEGREES_TO_RADIANS;
+        sstate.alt       = current__view->getAltitudeASL_ft()
+                            * SG_FEET_TO_METER;
+        sstate.spin      = l->get_sun_rotation();
+        sstate.gst       = globals->get_time_params()->getGst();
+        sstate.sun_ra    = globals->get_ephem()->getSunRightAscension();
+        sstate.sun_dec   = globals->get_ephem()->getSunDeclination();
+        sstate.sun_dist  = 50000.0 * sun_horiz_eff;
+        sstate.moon_ra   = globals->get_ephem()->getMoonRightAscension();
+        sstate.moon_dec  = globals->get_ephem()->getMoonDeclination();
+        sstate.moon_dist = 40000.0 * moon_horiz_eff;
+
+        thesky->reposition( sstate, delta_time_sec );
+    }
 
-        glEnable( GL_DEPTH_TEST );
-        if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
-            glEnable( GL_FOG );
-            glFogi( GL_FOG_MODE, GL_EXP2 );
-            glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
-        }
+    glEnable( GL_DEPTH_TEST );
+    if ( strcmp(fgGetString("/sim/rendering/fog"), "disabled") ) {
+        glEnable( GL_FOG );
+        glFogi( GL_FOG_MODE, GL_EXP2 );
+        glFogfv( GL_FOG_COLOR, l->adj_fog_color() );
+    }
 
-        // set sun/lighting parameters
-        ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
+    // set sun/lighting parameters
+    ssgGetLight( 0 ) -> setPosition( l->sun_vec() );
 
-        // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
-        // we only update GL_AMBIENT for our lights we will never get
-        // a completely dark scene.  So, we set GL_LIGHT_MODEL_AMBIENT
-        // explicitely to black.
-        glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
+    // GL_LIGHT_MODEL_AMBIENT has a default non-zero value so if
+    // we only update GL_AMBIENT for our lights we will never get
+    // a completely dark scene.  So, we set GL_LIGHT_MODEL_AMBIENT
+    // explicitely to black.
+    glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
 
-        ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
-        ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
-        ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
+    ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient() );
+    ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
+    ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular() );
 
-        // texture parameters
-        // glEnable( GL_TEXTURE_2D );
-        glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
-        glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
+    // texture parameters
+    // glEnable( GL_TEXTURE_2D );
+    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
+    glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
 
-        double agl =
-            current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
-            - globals->get_scenery()->get_cur_elev();
+    double agl =
+        current_aircraft.fdm_state->get_Altitude() * SG_FEET_TO_METER
+        - globals->get_scenery()->get_cur_elev();
 
-        if ( agl > 10.0 ) {
-            scene_nearplane = 10.0f;
-            scene_farplane = 120000.0f;
-        } else {
-            scene_nearplane = groundlevel_nearplane->getDoubleValue();
-            scene_farplane = 120000.0f;
-        }
+    if ( agl > 50.0 ) {
+        scene_nearplane = 10.0f;
+        scene_farplane = 120000.0f;
+    } else {
+        scene_nearplane = groundlevel_nearplane->getDoubleValue();
+        scene_farplane = 120000.0f;
+    }
 
-        setNearFar( scene_nearplane, scene_farplane );
+    setNearFar( scene_nearplane, scene_farplane );
 
-        if ( draw_otw && skyblend ) {
-            // draw the sky backdrop
+    if ( draw_otw && skyblend ) {
+        // draw the sky backdrop
 
-            // we need a white diffuse light for the phase of the moon
-            ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
-            thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
-                             fog_exp2_density );
-            // return to the desired diffuse color
-            ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
-        }
+        // we need a white diffuse light for the phase of the moon
+        ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
+        thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
+                         fog_exp2_density );
+        // return to the desired diffuse color
+        ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
+    }
 
-        // draw the ssg scene
-        glEnable( GL_DEPTH_TEST );
+    // draw the ssg scene
+    glEnable( GL_DEPTH_TEST );
 
-        if ( fgGetBool("/sim/rendering/wireframe") ) {
-            // draw wire frame
-            glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
-        }
-        if ( draw_otw ) {
-            if ( draw_clouds ) {
-
-                // Draw the terrain
-                FGTileMgr::set_tile_filter( true );
-                sgSetModelFilter( false );
-                globals->get_aircraft_model()->select( false );
-                ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-
-                // Disable depth buffer update, draw the clouds
-                glDepthMask( GL_FALSE );
-                thesky->drawUpperClouds();
-                if ( multi_pass_clouds ) {
-                    thesky->drawLowerClouds();
-                }
-                glDepthMask( GL_TRUE );
-
-                if ( multi_pass_clouds ) {
-                    // Draw the objects except the aircraft
-                    //  and update the stencil buffer with 1
-                    glEnable( GL_STENCIL_TEST );
-                    glStencilFunc( GL_ALWAYS, 1, 1 );
-                    glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
-                }
-                FGTileMgr::set_tile_filter( false );
-                sgSetModelFilter( true );
-                ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-            } else {
-                FGTileMgr::set_tile_filter( true );
-                sgSetModelFilter( true );
-                globals->get_aircraft_model()->select( false );
-                ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
+    if ( fgGetBool("/sim/rendering/wireframe") ) {
+        // draw wire frame
+        glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+    }
+    if ( draw_otw ) {
+        if ( draw_clouds ) {
+
+            // Draw the terrain
+            FGTileMgr::set_tile_filter( true );
+            sgSetModelFilter( false );
+            globals->get_aircraft_model()->select( false );
+            ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
+
+            // Disable depth buffer update, draw the clouds
+            glDepthMask( GL_FALSE );
+            thesky->drawUpperClouds();
+            if ( multi_pass_clouds ) {
+                thesky->drawLowerClouds();
             }
-        }
+            glDepthMask( GL_TRUE );
 
-        // This is a bit kludgy.  Every 200 frames, do an extra
-        // traversal of the scene graph without drawing anything, but
-        // with the field-of-view set to 360x360 degrees.  This
-        // ensures that out-of-range random objects that are not in
-        // the current view frustum will still be freed properly.
-        static int counter = 0;
-        counter++;
-        if (counter >= 200) {
-            sgFrustum f;
-            f.setFOV(360, 360);
-                    // No need to put the near plane too close;
-                    // this way, at least the aircraft can be
-                    // culled.
-            f.setNearFar(1000, 1000000);
-            sgMat4 m;
-            ssgGetModelviewMatrix(m);
+            if ( multi_pass_clouds ) {
+                // Draw the objects except the aircraft
+                //  and update the stencil buffer with 1
+                glEnable( GL_STENCIL_TEST );
+                glStencilFunc( GL_ALWAYS, 1, 1 );
+                glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
+            }
+            FGTileMgr::set_tile_filter( false );
+            sgSetModelFilter( true );
+            ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
+        } else {
             FGTileMgr::set_tile_filter( true );
             sgSetModelFilter( true );
-            globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
-            counter = 0;
+            globals->get_aircraft_model()->select( false );
+            ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
         }
+    }
 
-        // change state for lighting here
+    // This is a bit kludgy.  Every 200 frames, do an extra
+    // traversal of the scene graph without drawing anything, but
+    // with the field-of-view set to 360x360 degrees.  This
+    // ensures that out-of-range random objects that are not in
+    // the current view frustum will still be freed properly.
+    static int counter = 0;
+    counter++;
+    if (counter >= 200) {
+        sgFrustum f;
+        f.setFOV(360, 360);
+                // No need to put the near plane too close;
+                // this way, at least the aircraft can be
+                // culled.
+        f.setNearFar(1000, 1000000);
+        sgMat4 m;
+        ssgGetModelviewMatrix(m);
+        FGTileMgr::set_tile_filter( true );
+        sgSetModelFilter( true );
+        globals->get_scenery()->get_scene_graph()->cull(&f, m, true);
+        counter = 0;
+    }
 
-        // draw runway lighting
-        glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
+    // change state for lighting here
 
-        // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
-        // fgSetNearFar( scene_nearplane, scene_farplane );
+    // draw runway lighting
+    glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
 
-        if ( enhanced_lighting ) {
+    // CLO - 02/25/2005 - DO WE NEED THIS extra fgSetNearFar()?
+    // fgSetNearFar( scene_nearplane, scene_farplane );
 
+    if ( enhanced_lighting ) {
+
+        // Enable states for drawing points with GL_extension
+        glEnable(GL_POINT_SMOOTH);
+
+        if ( distance_attenuation && glPointParameterIsSupported )
+        {
             // Enable states for drawing points with GL_extension
             glEnable(GL_POINT_SMOOTH);
 
-            if ( distance_attenuation && glPointParameterIsSupported )
-            {
-                // Enable states for drawing points with GL_extension
-                glEnable(GL_POINT_SMOOTH);
+            float quadratic[3] = {1.0, 0.001, 0.0000001};
+            // makes the points fade as they move away
+            glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
+            glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0); 
+        }
 
-                float quadratic[3] = {1.0, 0.001, 0.0000001};
-                // makes the points fade as they move away
-                glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
-                glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0); 
-            }
+        glPointSize(4.0);
 
-            glPointSize(4.0);
+        // blending function for runway lights
+        glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
+    }
 
-            // blending function for runway lights
-            glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
-        }
+    glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+    glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+    glEnable(GL_TEXTURE_GEN_S);
+    glEnable(GL_TEXTURE_GEN_T);
+    glPolygonMode(GL_FRONT, GL_POINT);
 
-        glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
-        glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
-        glEnable(GL_TEXTURE_GEN_S);
-        glEnable(GL_TEXTURE_GEN_T);
-        glPolygonMode(GL_FRONT, GL_POINT);
+    // draw runway lighting
+    if ( draw_otw ) {
+        ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
+        ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
+    }
 
-        // draw runway lighting
-        if ( draw_otw ) {
-            ssgCullAndDraw( globals->get_scenery()->get_vasi_lights_root() );
-            ssgCullAndDraw( globals->get_scenery()->get_rwy_lights_root() );
-        }
+    // change punch through and then draw taxi lighting
+    glFogf ( GL_FOG_DENSITY, fog_exp2_density );
+    // sgVec3 taxi_fog;
+    // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
+    // glFogfv ( GL_FOG_COLOR, taxi_fog );
+    if ( draw_otw ) {
+        ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
+    }
 
-        // change punch through and then draw taxi lighting
-        glFogf ( GL_FOG_DENSITY, fog_exp2_density );
-        // sgVec3 taxi_fog;
-        // sgSetVec3( taxi_fog, 0.0, 0.0, 0.0 );
-        // glFogfv ( GL_FOG_COLOR, taxi_fog );
-        if ( draw_otw ) {
-            ssgCullAndDraw( globals->get_scenery()->get_taxi_lights_root() );
+    // clean up lighting
+    glPolygonMode(GL_FRONT, GL_FILL);
+    glDisable(GL_TEXTURE_GEN_S);
+    glDisable(GL_TEXTURE_GEN_T);
+
+    //static int _frame_count = 0;
+    //if (_frame_count % 30 == 0) {
+    //  printf("SSG: %s\n", ssgShowStats());
+    //}
+    //else {
+    //  ssgShowStats();
+    //}
+    //_frame_count++;
+
+
+    if ( enhanced_lighting ) {
+        if ( distance_attenuation && glPointParameterIsSupported ) {
+            glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
+                                  default_attenuation);
         }
 
-        // clean up lighting
-        glPolygonMode(GL_FRONT, GL_FILL);
-        glDisable(GL_TEXTURE_GEN_S);
-        glDisable(GL_TEXTURE_GEN_T);
-
-        //static int _frame_count = 0;
-        //if (_frame_count % 30 == 0) {
-        //  printf("SSG: %s\n", ssgShowStats());
-        //}
-        //else {
-        //  ssgShowStats();
-        //}
-        //_frame_count++;
-
-
-        if ( enhanced_lighting ) {
-            if ( distance_attenuation && glPointParameterIsSupported ) {
-                glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT,
-                                      default_attenuation);
-            }
-
-            glPointSize(1.0);
-            glDisable(GL_POINT_SMOOTH);
-        }
+        glPointSize(1.0);
+        glDisable(GL_POINT_SMOOTH);
+    }
 
-        // draw ground lighting
-        glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
-        if ( draw_otw ) {
-            ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
-        }
+    // draw ground lighting
+    glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
+    if ( draw_otw ) {
+        ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
+    }
 
-        if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") ) {
-            glDisable( GL_FOG );
-            glDisable( GL_LIGHTING );
-            // cout << "drawing new clouds" << endl;
+    if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") ) {
+        glDisable( GL_FOG );
+        glDisable( GL_LIGHTING );
+        // cout << "drawing new clouds" << endl;
 
-            glEnable(GL_DEPTH_TEST);
-            glEnable(GL_BLEND);
-            glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
+        glEnable(GL_DEPTH_TEST);
+        glEnable(GL_BLEND);
+        glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
 
-            /*
-            glEnable( GL_TEXTURE_2D );
-            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-            glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-            */
+        /*
+        glEnable( GL_TEXTURE_2D );
+        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+        */
 
 #ifdef FG_USE_CLOUDS_3D
-            sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
+        sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
 #endif
-            glEnable( GL_FOG );
-            glEnable( GL_LIGHTING );
-            glEnable( GL_DEPTH_TEST );
-            glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
-        }
+        glEnable( GL_FOG );
+        glEnable( GL_LIGHTING );
+        glEnable( GL_DEPTH_TEST );
+        glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+    }
 
-        if ( draw_otw && draw_clouds ) {
-            if ( multi_pass_clouds ) {
-                // Disable depth buffer update, draw the clouds where the
-                //  objects overwrite the already drawn clouds, by testing
-                //  the stencil buffer against 1
-                glDepthMask( GL_FALSE );
-                glStencilFunc( GL_EQUAL, 1, 1 );
-                glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
-                thesky->drawUpperClouds();
-                thesky->drawLowerClouds();
-                glDepthMask( GL_TRUE );
-                glDisable( GL_STENCIL_TEST );
-            } else {
-                glDepthMask( GL_FALSE );
-                thesky->drawLowerClouds();
-                glDepthMask( GL_TRUE );
-            }
+    if ( draw_otw && draw_clouds ) {
+        if ( multi_pass_clouds ) {
+            // Disable depth buffer update, draw the clouds where the
+            //  objects overwrite the already drawn clouds, by testing
+            //  the stencil buffer against 1
+            glDepthMask( GL_FALSE );
+            glStencilFunc( GL_EQUAL, 1, 1 );
+            glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
+            thesky->drawUpperClouds();
+            thesky->drawLowerClouds();
+            glDepthMask( GL_TRUE );
+            glDisable( GL_STENCIL_TEST );
+        } else {
+            glDepthMask( GL_FALSE );
+            thesky->drawLowerClouds();
+            glDepthMask( GL_TRUE );
         }
+    }
 
-        if ( draw_otw ) {
-            FGTileMgr::set_tile_filter( false );
-            sgSetModelFilter( false );
-            globals->get_aircraft_model()->select( true );
-            globals->get_model_mgr()->draw();
-            globals->get_aircraft_model()->draw();
-            // If the view is internal, the previous line draw the 
-            //  cockpit with modified near/far clip planes and deselect
-            //  the aircraft in the global scenegraph
-            // Otherwise, it just enables the aircraft: The scenegraph
-            //  must be drawn again to see the plane.
-            ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
-            FGTileMgr::set_tile_filter( true );
-            sgSetModelFilter( true );
-            globals->get_aircraft_model()->select( true );
-        }
+    if ( draw_otw ) {
+        FGTileMgr::set_tile_filter( false );
+        sgSetModelFilter( false );
+        globals->get_aircraft_model()->select( true );
+        globals->get_model_mgr()->draw();
+        globals->get_aircraft_model()->draw();
+        // If the view is internal, the previous line draw the 
+        //  cockpit with modified near/far clip planes and deselect
+        //  the aircraft in the global scenegraph
+        // Otherwise, it just enables the aircraft: The scenegraph
+        //  must be drawn again to see the plane.
+        ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
+        FGTileMgr::set_tile_filter( true );
+        sgSetModelFilter( true );
+        globals->get_aircraft_model()->select( true );
+    }
 
-        // display HUD && Panel
-        glDisable( GL_FOG );
-        glDisable( GL_DEPTH_TEST );
-        // glDisable( GL_CULL_FACE );
-        // glDisable( GL_TEXTURE_2D );
+    // display HUD && Panel
+    glDisable( GL_FOG );
+    glDisable( GL_DEPTH_TEST );
+    // glDisable( GL_CULL_FACE );
+    // glDisable( GL_TEXTURE_2D );
 
-        // update the controls subsystem
-        globals->get_controls()->update(delta_time_sec);
+    // update the controls subsystem
+    globals->get_controls()->update(delta_time_sec);
 
-        hud_and_panel->apply();
-        fgCockpitUpdate();
+    hud_and_panel->apply();
+    fgCockpitUpdate();
 
-        // Use the hud_and_panel ssgSimpleState for rendering the ATC output
-        // This only works properly if called before the panel call
-        if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
-            globals->get_ATC_display()->update(delta_time_sec);
+    // Use the hud_and_panel ssgSimpleState for rendering the ATC output
+    // This only works properly if called before the panel call
+    if((fgGetBool("/sim/ATC/enabled")) || (fgGetBool("/sim/ai-traffic/enabled")))
+        globals->get_ATC_display()->update(delta_time_sec);
 
-        // update the panel subsystem
-        if ( globals->get_current_panel() != NULL ) {
-            globals->get_current_panel()->update(delta_time_sec);
-        }
-        fgUpdate3DPanels();
+    // update the panel subsystem
+    if ( globals->get_current_panel() != NULL ) {
+        globals->get_current_panel()->update(delta_time_sec);
+    }
+    fgUpdate3DPanels();
 
-        // We can do translucent menus, so why not. :-)
-        menus->apply();
-        glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
-        puDisplay();
-        // glDisable ( GL_BLEND ) ;
+    // We can do translucent menus, so why not. :-)
+    menus->apply();
+    glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+    puDisplay();
+    // glDisable ( GL_BLEND ) ;
 
-        glEnable( GL_DEPTH_TEST );
-        glEnable( GL_FOG );
+    glEnable( GL_DEPTH_TEST );
+    glEnable( GL_FOG );
 
-        // Fade out the splash screen over the first three seconds.
-        double t = globals->get_sim_time_sec();
-        if ( t <= 1.0 ) {
-            fgSplashUpdate(0.0, 1.0);
-        } else if ( t <= 3.0) {
-            fgSplashUpdate(0.0, (3.0 - t) / 2.0);
-        }
-    }
+    // Fade out the splash screen over the first three seconds.
+    double t = globals->get_sim_time_sec();
+    if (t <= 2.5)
+        fgSplashUpdate((2.5 - t) / 2.5);
 }
 
 
index a316e3b827eab549ede7c48542553d938c6bcaec..9c93de2d41a9dbf9987ec7b8b4cee9d05712e0b1 100644 (file)
@@ -57,6 +57,9 @@ static SGTexture splash;
 
 // Initialize the splash screen
 void fgSplashInit ( const char *splash_texture ) {
+    if (!fgGetBool("/sim/startup/splash-screen"))
+        return;
+
     SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" );
 
     splash.bind();
@@ -94,8 +97,8 @@ void fgSplashInit ( const char *splash_texture ) {
 }
 
 
-// Update the splash screen with progress specified from 0.0 to 1.0
-void fgSplashUpdate ( double progress, float alpha ) {
+// Update the splash screen with alpha specified from 0.0 to 1.0
+void fgSplashUpdate ( float alpha ) {
     int xmin, ymin, xmax, ymax;
     int xsize = 512;
     int ysize = 512;
@@ -133,17 +136,19 @@ void fgSplashUpdate ( double progress, float alpha ) {
     glEnd();
 
     // now draw the logo
-    glEnable(GL_TEXTURE_2D);
-    splash.bind();
-    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
-    glColor4f( 1.0, 1.0, 1.0, alpha );
-    glBegin(GL_POLYGON);
-    glTexCoord2f(0.0, 0.0); glVertex2f(xmin, ymin);
-    glTexCoord2f(1.0, 0.0); glVertex2f(xmax, ymin);
-    glTexCoord2f(1.0, 1.0); glVertex2f(xmax, ymax);
-    glTexCoord2f(0.0, 1.0); glVertex2f(xmin, ymax); 
-    glEnd();
+    if (fgGetBool("/sim/startup/splash-screen") && splash.usable()) {
+        glEnable(GL_TEXTURE_2D);
+        splash.bind();
+        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+        glColor4f( 1.0, 1.0, 1.0, alpha );
+        glBegin(GL_POLYGON);
+        glTexCoord2f(0.0, 0.0); glVertex2f(xmin, ymin);
+        glTexCoord2f(1.0, 0.0); glVertex2f(xmax, ymin);
+        glTexCoord2f(1.0, 1.0); glVertex2f(xmax, ymax);
+        glTexCoord2f(0.0, 1.0); glVertex2f(xmin, ymax); 
+        glEnd();
+    }
 
     glEnable(GL_DEPTH_TEST);
     glEnable(GL_LIGHTING);
index 99dbcbd69a5a2e4786fc56f90d7fe716aebaff25..31e1bca2785371c6c2ade66df2b55444c67f69ff 100644 (file)
@@ -34,8 +34,8 @@
 // Initialize the splash screen
 void fgSplashInit ( const char *splash_texture );
 
-// Update the splash screen with progress specified from 0.0 to 1.0
-void fgSplashUpdate ( double progress, float alpha );
+// Update the splash screen with alpha specified from 0.0 to 1.0
+void fgSplashUpdate ( float alpha );
 
 
 #endif // _SPLASH_HXX