Another thing...should've just redone the patch...

Line 906 should read:

       sgScaleVec3( lift_vec, 0.0 + agl / 20.0 );

instead of:

       sgScaleVec3( lift_vec, 1.0 + agl / 20.0 );

There isn't any need to lift the lights an extra meter in 16bpp mode.

Best,

Jim


Jim Wilson <[EMAIL PROTECTED]> said:

> "Curtis L. Olson" <[EMAIL PROTECTED]> said:
> 
> > 
> > That seems to work reasonably well here with a 24 bit depth buffer
> > too.  I can live with that and it would definitely simplify things and
> > seems to work every bit as good.
> 
> One correction to what you added to cvs.  
> 
> Line 899 should read:
> 
> if (agl < 0.0) {
> 
> instead of:
> 
> if (agl < 30.0) {
> 
> Note that the 30m is subtracted in the previous line of code, and doing it
again 
> (essentially) on line 899 makes the fudge 60m and creates a "jump" in the
> lights when you hit 60m altitude.
> 
> Best,
> 
> Jim
 


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