// 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 );
- thesky->drawUpperClouds( fog_exp2_density );
+ thesky->preDraw( cur_fdm_state->get_Altitude() * SG_FEET_TO_METER,
+ fog_exp2_density );
+ thesky->drawUpperClouds();
// draw the ssg scene
// return to the desired diffuse color
// 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 );
+ 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() );
}
// Disable depth buffer update, draw the clouds
glDepthMask( GL_FALSE );
- thesky->drawUpperClouds( fog_exp2_density );
+ thesky->drawUpperClouds();
if ( multi_pass_clouds ) {
thesky->drawLowerClouds();
}
glDepthMask( GL_FALSE );
glStencilFunc( GL_EQUAL, 1, 1 );
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
- thesky->drawUpperClouds( fog_exp2_density );
+ thesky->drawUpperClouds();
thesky->drawLowerClouds();
glDepthMask( GL_TRUE );
glDisable( GL_STENCIL_TEST );