Fixed flickering star labels in old star rendering code

ver1_5_1
Chris Laurel 2006-11-22 07:08:19 +00:00
parent 08bc107061
commit 9417dc43f1
1 changed files with 7 additions and 6 deletions

View File

@ -1508,12 +1508,12 @@ void Renderer::render(const Observer& observer,
// Render stars
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
if ((renderFlags & ShowStars) != 0 && universe.getStarCatalog() != NULL)
{
if (useNewStarRendering)
renderPointStars(*universe.getStarCatalog(), faintestMag, observer);
else
renderStars(*universe.getStarCatalog(), faintestMag, observer);
}
{
if (useNewStarRendering)
renderPointStars(*universe.getStarCatalog(), faintestMag, observer);
else
renderStars(*universe.getStarCatalog(), faintestMag, observer);
}
// Render asterisms
if ((renderFlags & ShowDiagrams) != 0 && universe.getAsterisms() != NULL)
@ -6688,6 +6688,7 @@ void Renderer::renderStars(const StarDatabase& starDB,
starRenderer.faintestMagNight = faintestMagNight;
starRenderer.saturationMag = saturationMag;
starRenderer.distanceLimit = distanceLimit;
starRenderer.labelMode = labelMode;
// = 1.0 at startup
float effDistanceToScreen = mmToInches((float) REF_DISTANCE_TO_SCREEN) * pixelSize * getScreenDpi();