FILE *f;
string message;
bool show_pu_cursor = false;
+ bool menu_status = fgGetBool("/sim/menubar/visibility");
char *filename = new char [24];
static int count = 1;
fgSetBool("/sim/freeze/master", true);
}
+ fgSetBool("/sim/menubar/visibility", false);
TurnCursorOff();
if ( !puCursorIsHidden() ) {
show_pu_cursor = true;
// we need two render frames here to clear the menu and cursor
// ... not sure why but doing an extra fgRenderFrame() shouldn't
// hurt anything
- renderer->update( true );
- renderer->update( true );
+ //renderer->update( true );
+ //renderer->update( true );
// This ImageSize stuff is a temporary hack
// should probably use 128x128 tile size and
}
TurnCursorOn();
+ fgSetBool("/sim/menubar/visibility", menu_status);
if ( !freeze ) {
fgSetBool("/sim/freeze/master", false);
#include "main.hxx"
+extern void sgShaderFrameInit(double delta_time_sec);
+
float default_attenuation[3] = {1.0, 0.0, 0.0};
ssgSelector *lightpoints_brightness = new ssgSelector;
// Update all Visuals (redraws anything graphics related)
void
FGRenderer::update( bool refresh_camera_settings ) {
- bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
+ bool scenery_loaded = fgGetBool("sim/sceneryloaded") \
+ || fgGetBool("sim/sceneryloaded-override");
if ( idle_state < 1000 || !scenery_loaded ) {
// still initializing, draw the splash screen
SGAnimation::set_sim_time_sec( 0.0 );
return;
}
-// return;
-
- // TODO:TEST only, don't commit that !!
-// sgFXperFrameInit();
-
- extern void sgShaderFrameInit(double delta_time_sec);
- sgShaderFrameInit(delta_time_sec);
bool draw_otw = fgGetBool("/sim/rendering/draw-otw");
bool skyblend = fgGetBool("/sim/rendering/skyblend");
actual_visibility = fgGetDouble("/environment/visibility-m");
}
+ // TODO:TEST only, don't commit that !!
+// sgFXperFrameInit();
+
+ sgShaderFrameInit(delta_time_sec);
+
if ( actual_visibility != last_visibility ) {
last_visibility = actual_visibility;