dome->repaint( sc.sky_color, sc.fog_color, sc.sun_angle,
effective_visibility );
- oursun->repaint( sc.sun_angle, effective_visibility );
+ stars->repaint( sc.sun_angle, sc.nstars, sc.star_data );
+ planets->repaint( sc.sun_angle, sc.nplanets, sc.planet_data );
+ oursun->repaint( sc.sun_angle, effective_visibility );
moon->repaint( sc.moon_angle );
- planets->repaint( sc.sun_angle, sc.nplanets, sc.planet_data );
-
- stars->repaint( sc.sun_angle, sc.nstars, sc.star_data );
-
for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
if (cloud_layers[i]->getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR){
cloud_layers[i]->repaint( sc.cloud_color );
dome->reposition( st.zero_elev, st.lon, st.lat, st.spin );
+ stars->reposition( st.view_pos, angle );
+ planets->reposition( st.view_pos, angle );
+
oursun->reposition( st.view_pos, angle,
st.sun_ra, st.sun_dec, st.sun_dist );
moon->reposition( st.view_pos, angle,
st.moon_ra, st.moon_dec, st.moon_dist );
- planets->reposition( st.view_pos, angle );
-
- stars->reposition( st.view_pos, angle );
-
for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
if ( cloud_layers[i]->getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR ) {
cloud_layers[i]->reposition( st.zero_elev, st.view_up,
// FIXME: This should not be needed, but at this time (08/15/2003)
// certain NVidia drivers don't seem to implement
- // fgPushAttrib(FG_FOG_BIT) properly. The result is that
+ // glPushAttrib(FG_FOG_BIT) properly. The result is that
// there is not fog when looking at the sun.
glFogf ( GL_FOG_DENSITY, fog_exp2_density );