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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