// For HiRes screen Dumps using Brian Pauls TR Library
void trRenderFrame( void ) {
#ifdef FG_ENABLE_MULTIPASS_CLOUDS
- bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds");
+ bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
+ !SGCloudLayer::enable_bump_mapping; // ugly artefact now
#else
bool multi_pass_clouds = false;
#endif
bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
#ifdef FG_ENABLE_MULTIPASS_CLOUDS
- bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds");
+ bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
+ !SGCloudLayer::enable_bump_mapping; // ugly artefact now
#else
bool multi_pass_clouds = false;
#endif