From 3aa5e5fcdfab562f7e511d6c73372bbae0b963eb Mon Sep 17 00:00:00 2001 From: curt Date: Tue, 26 Nov 2002 16:01:39 +0000 Subject: [PATCH] Don't force ground lighting to have the same limited visibility as runway lighting. --- src/Main/main.cxx | 3 +++ 1 file changed, 3 insertions(+) diff --git a/src/Main/main.cxx b/src/Main/main.cxx index ca3e7f413..19d7c934e 100644 --- a/src/Main/main.cxx +++ b/src/Main/main.cxx @@ -222,6 +222,7 @@ static GLfloat fog_exp_density; static GLfloat fog_exp2_density; static GLfloat rwy_exp2_punch_through; static GLfloat taxi_exp2_punch_through; +static GLfloat ground_exp2_punch_through; #ifdef FG_NETWORK_OLK ssgSelector *fgd_sel = NULL; @@ -467,6 +468,7 @@ void fgRenderFrame() { fog_exp_density = m_log01 / actual_visibility; fog_exp2_density = sqrt_m_log01 / actual_visibility; + ground_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5); if ( actual_visibility < 8000 ) { rwy_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 2.5); taxi_exp2_punch_through = sqrt_m_log01 / (actual_visibility * 1.5); @@ -801,6 +803,7 @@ void fgRenderFrame() { #endif // draw ground lighting + glFogf (GL_FOG_DENSITY, ground_exp2_punch_through); ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() ); if ( fgGetBool("/sim/rendering/skyblend") ) { -- 2.39.5