#include <Math/mat3.h>
#include <Math/polar3d.hxx>
#include <Math/vector.hxx>
+#include <Weather/weather.h>
#include "material.hxx"
#include "obj.hxx"
return(0);
}
+ // Check far clip plane
+ if ( eye[2] + radius < -current_weather.visibility ) {
+ return(0);
+ }
+
// check right clip plane (from eye perspective)
// y = m * (x - x0) = equation of a line intercepting X axis at x0
x1 = v->cos_fov_x * radius;
t = c->GetTile(index);
// calculate tile offset
- x = t->offset.x = t->center.x - scenery.center.x;
- y = t->offset.y = t->center.y - scenery.center.y;
- z = t->offset.z = t->center.z - scenery.center.z;
+ x = (t->offset.x = t->center.x - scenery.center.x);
+ y = (t->offset.y = t->center.y - scenery.center.y);
+ z = (t->offset.z = t->center.z - scenery.center.z);
m = t->model_view;
for ( j = 0; j < 16; j++ ) {
// $Log$
+// Revision 1.26 1998/07/20 12:51:26 curt
+// Added far clip plane to fragment clipping calculations and tie this to
+// weather->visibility. This way you can increase framerates by increasing
+// for and lowering visibility.
+//
// Revision 1.25 1998/07/13 21:02:01 curt
// Wrote access functions for current fgOPTIONS.
//