Erik Hofman wrote:
> Curtis L. Olson wrote:
> > Erik,
> >
> > Using glGet() is considered a no-no in real time applications. That
> > stalls out the pipeline and forces all pending operations to flush
> > before the card can return with the correct answer. We might be able
> > to get away with it in limited quantities, but this can *quickly* turn
> > into a performance killer (probably varies signifantly from platform
> > to platform.)
> >
> > Please consider an alternative approach!
>
> The only thing I can think of is not using glFogf() until this issue is
> resolved. Anybody else have a suggestion?
My first proposal, while inelegant, doesn't use a glGet :
--- main.cxx 31 Jul 2003 14:47:56 -0000 1.117
+++ main.cxx 14 Aug 2003 21:32:35 -0000
@@ -736,6 +736,9 @@
// return to the desired diffuse color
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
+
+ // return to normal fog density
+ glFogf ( GL_FOG_DENSITY, fog_exp2_density );
}
// draw the ssg scene
-Fred
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