Fixed another 'hole in the sky' bug.
parent
aeed3808e4
commit
403947cdf4
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@ -4890,13 +4890,14 @@ void Renderer::renderObject(Point3f pos,
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if (obj.atmosphere != NULL)
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{
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float cloudHeight = obj.atmosphere->cloudHeight;
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if (cloudHeight > 0.0f && d < eradius + cloudHeight)
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float atmosphereHeight = max(obj.atmosphere->cloudHeight,
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obj.atmosphere->mieScaleHeight * (float) -log(AtmosphereExtinctionThreshold));
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if (atmosphereHeight > 0.0f && d < eradius + atmosphereHeight)
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{
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// If there's a cloud layer, we need to move the far plane
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// out so that the clouds aren't clipped.
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float cloudLayerRadius = eradius + cloudHeight;
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frustumFarPlane += (float) sqrt(square(cloudLayerRadius) -
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// If there's an atmosphere, we need to move the far plane
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// out so that the clouds and atmosphere shell aren't clipped.
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float atmosphereRadius = eradius + atmosphereHeight;
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frustumFarPlane += (float) sqrt(square(atmosphereRadius) -
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square(eradius));
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}
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}
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@ -7175,8 +7176,8 @@ void Renderer::renderLabels(FontStyle fs)
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glTranslatef((int) labels[i].position.x + PixelOffset + 2.0f,
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(int) labels[i].position.y + PixelOffset,
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0.0f);
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// EK TODO: Check where to replace (see '_(' above)
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font[fs]->render(labels[i].text);
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// EK TODO: Check where to replace (see '_(' above)
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font[fs]->render(labels[i].text);
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glPopMatrix();
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}
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