Norman Vine writes: > I think you are on to something ! > > That would explain the lightening of the clouds > with each pass. BUT this only started after I > updated my code the other day !. Also I never > had the 'text' texture
Right now I'm wondering if it is related to the use of glColorMaterial()? I've never had that play nice with setting material colors explicitely (with lighting turned on.) I remember Steve Baker investigating the exact specification of what should happen when you switch between the two methods of specifying colors. His conclusion was that the spec was ill defined and not even his high placed contacts had a good answer. The cloud3d code appears to be using glColorMaterial() to set the color and I'm thinking that colors from the rest of FlightGear are bleeding over into the cloud code. i.e. when I enable the HUD I start getting dark green clouds. When I disable the HUD, the clouds start popping back to shades of gray. > FYI > I have to leave FGFS alone so I get some real work done > for a couple of days, mapserver stuff. > > But I am still reading mail :-) Not fair! We are so close... :-) Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities [EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel