Norman,

Here's something for you to play with.  Based on my own experiments, I
believe that the cloud rendering problem centers around not having the
correct state setup when we draw the cloud imposters.

So, I don't believe it's an issue of protecting state around a
particular section of code, I believe it's an issue of getting the
state setup correctly before calling the imposter rendering Update()
code.

I'm wondering if it is related to the correct glColorMaterial()
glEnable(GL_COLOR_MATERIAL) glColor() calls, because I'm seeing clouds
with different colors, including but not limited to black.

The imposter generation code could be inheriting whatever color was
left over from the last thing we drew.

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

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