// negative values sharpen, positive values blur mipmapped textures
glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
#endif
- fgSplashProgress("setting up scenegraph & user interface");
-
-
- } else if ( idle_state == 1 ) {
- 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 our window. :-(
general.set_glDepthBits( tmp );
SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
- // 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 !!!
+ // Initialize the user interface so that we can use fonts
guiInit();
+
+
+ } else if ( idle_state == 1 ) {
+ idle_state++;
fgSplashProgress("reading aircraft list");