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 _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
