From my understanding of the current code, you modify the fog density forthe sun punch through in a function call at line main.cxx:735 ( 'thesky->preDraw();' ) and then line main.cxx:751 we draw the scene. And there is no glFogf( GL_FOG_DENSITY, something ) in between, so the scene ( terrain ) is drawn with the last density set, that is the sun punch through.
Am I missing something ? I ran the program under debugger with breakpoint on every glFogf( GL_FOG_DENSITY,...) I found and there is no call to glFogf between thesky->preDraw() and ssgCullAndDraw( globals->get_scenery()->get_scene_graph() )
There is a call to glPushAttrib(GL_FOG_BIT) which should store the current fog settings. Calling glPopAttrib() will set the fog settings to the previously stored values.
This doesn't seem to work for you, while it should.
Erik
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