diff --git a/src/modules/graphic/ssggraph/grbackground.cpp b/src/modules/graphic/ssggraph/grbackground.cpp index 495cc8c01..20a73b9eb 100755 --- a/src/modules/graphic/ssggraph/grbackground.cpp +++ b/src/modules/graphic/ssggraph/grbackground.cpp @@ -63,6 +63,7 @@ static const sgVec4 BaseSpecular = { 0.33f, 0.33f, 0.30f, 1.0f } ; static int NStars = 0; static int NPlanets = 0; +static int cloudsTextureIndex = 0; static const int CloudsTextureIndices[TR_CLOUDS_FULL+1] = { 1, 3, 5, 7, 8 }; static const int NCloudsTextureIndices = sizeof(CloudsTextureIndices) / sizeof(int); @@ -88,7 +89,8 @@ static bool grDynamicSkyDome = false; static int grBackgroundType = 0; static float grSunDeclination = 0.0f; static float grMoonDeclination = 0.0f; -static double Visibility = 0.0f; +static float grMax_Visibility = 0.0f; +static double grVisibility = 0.0f; static ssgBranch *SunAnchor = NULL; @@ -251,7 +253,7 @@ grInitBackground() // TODO : // * Why does thickness and transition get greater as the sky dome distance decreases ? // * More/different cloud layers for each rain strength value (only 2 as for now) ? - const int cloudsTextureIndex = CloudsTextureIndices[grTrack->local.clouds]; + cloudsTextureIndex = CloudsTextureIndices[grTrack->local.clouds]; cGrCloudLayer *cloudLayers[NMaxCloudLayers]; snprintf(buf, sizeof(buf), "data/textures/scattered%d.rgba", cloudsTextureIndex); @@ -346,32 +348,32 @@ grInitBackground() { case TR_RAIN_NONE: //visibility = 0.0f; - Visibility = Visibility; + grVisibility = grMax_Visibility; break; case TR_RAIN_LITTLE: //visibility = 400.0f; - Visibility = 800.0; + grVisibility = 800.0; break; case TR_RAIN_MEDIUM: //visibility = 500.0f; - Visibility = 600.0; + grVisibility = 600.0; break; case TR_RAIN_HEAVY: //visibility = 550.0f; - Visibility = 400.0; + grVisibility = 400.0; break; default: GfLogWarning("Unsupported rain strength value %d (assuming none)", grTrack->local.rain); - Visibility = 15000.0; + grVisibility = 15000.0; break; }//switch Rain //TheSky->modifyVisibility( visibility, 0); - TheSky->setVisibility( Visibility ); // Visibility in meters + TheSky->setVisibility( grVisibility ); // Visibility in meters - const GLfloat fog_exp_density = m_log01 / Visibility; - const GLfloat fog_exp2_density = sqrt_m_log01 / Visibility; + const GLfloat fog_exp_density = m_log01 / grVisibility; + const GLfloat fog_exp2_density = sqrt_m_log01 / grVisibility; //Setup overall light level according to rain if any grUpdateLight(); @@ -418,7 +420,7 @@ grLoadBackgroundGraphicsOptions() GfLogInfo("Graphic options : Number of cloud layers : %u\n", grNbCloudLayers); - Visibility = + grMax_Visibility = (unsigned)(GfParmGetNum(grHandle, GR_SCT_GRAPHIC, GR_ATT_VISIBILITY, 0, 0)); @@ -1060,7 +1062,7 @@ void grUpdateLight( void ) if (sol_angle > 1.0) { float sun2 = sqrt(sol_angle); - if (Visibility > 1000) + if (grVisibility > 1000 && cloudsTextureIndex < 8) { CloudsColor[0] = CloudsColor[0] * sun_color[0]; CloudsColor[1] = CloudsColor[1] * sun_color[1]; @@ -1086,7 +1088,7 @@ void grUpdateLight( void ) ssgGetLight(0)-> setPosition(solpos.xyz); // 3c) update scene colors. - if (Visibility > 1000) + if (grVisibility > 1000 && cloudsTextureIndex < 8) { SceneAmbiant[0] = (sun_color[0]*0.25f + CloudsColor[0]*0.75f) * sky_brightness; SceneAmbiant[1] = (sun_color[1]*0.25f + CloudsColor[1]*0.75f) * sky_brightness;