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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