Fixed bug #11780 (Nebulae interact badly with atmosphere).
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1179 127b21dd-08f5-0310-b4b7-95ae10353056
This commit is contained in:
parent
fca7042527
commit
2d12522675
@ -37,6 +37,7 @@ MA 02110-1301, USA.
|
|||||||
#import "OOColor.h"
|
#import "OOColor.h"
|
||||||
#import "OOStringParsing.h"
|
#import "OOStringParsing.h"
|
||||||
#import "OOCollectionExtractors.h"
|
#import "OOCollectionExtractors.h"
|
||||||
|
#omport "OOMaterial.h"
|
||||||
|
|
||||||
|
|
||||||
#define SKY_MAX_STARS 4800
|
#define SKY_MAX_STARS 4800
|
||||||
@ -369,6 +370,8 @@ static OOTexture *sStarTexture, *sBlobTexture;
|
|||||||
{
|
{
|
||||||
if ([UNIVERSE breakPatternHide]) return; // DON'T DRAW
|
if ([UNIVERSE breakPatternHide]) return; // DON'T DRAW
|
||||||
|
|
||||||
|
[OOMaterial applyNone];
|
||||||
|
|
||||||
#if CHECK_ERROR_AT_EACH_STEP
|
#if CHECK_ERROR_AT_EACH_STEP
|
||||||
BOOL wasShowingOpenGLErrors = OOLogWillDisplayMessagesInClass(kOOLogOpenGLError);
|
BOOL wasShowingOpenGLErrors = OOLogWillDisplayMessagesInClass(kOOLogOpenGLError);
|
||||||
OOLogSetDisplayMessagesInClass(kOOLogOpenGLError, YES);
|
OOLogSetDisplayMessagesInClass(kOOLogOpenGLError, YES);
|
||||||
@ -383,6 +386,7 @@ static OOTexture *sStarTexture, *sBlobTexture;
|
|||||||
CHECK(glDisable(GL_DEPTH_TEST)); // don't read the depth buffer
|
CHECK(glDisable(GL_DEPTH_TEST)); // don't read the depth buffer
|
||||||
CHECK(glDepthMask(GL_FALSE)); // don't write to depth buffer
|
CHECK(glDepthMask(GL_FALSE)); // don't write to depth buffer
|
||||||
CHECK(glDisable(GL_CULL_FACE)); // face culling
|
CHECK(glDisable(GL_CULL_FACE)); // face culling
|
||||||
|
glDisable(GL_FOG);
|
||||||
|
|
||||||
if (immediate)
|
if (immediate)
|
||||||
{
|
{
|
||||||
|
@ -192,6 +192,7 @@ static OOColor *SaturatedColorInRange(OOColor *color1, OOColor *color2);
|
|||||||
glDisable(GL_DEPTH_TEST); // don't read the depth buffer
|
glDisable(GL_DEPTH_TEST); // don't read the depth buffer
|
||||||
glDepthMask(GL_FALSE); // don't write to depth buffer
|
glDepthMask(GL_FALSE); // don't write to depth buffer
|
||||||
glDisable(GL_CULL_FACE);
|
glDisable(GL_CULL_FACE);
|
||||||
|
glDisable(GL_FOG);
|
||||||
|
|
||||||
if (_displayListName != 0)
|
if (_displayListName != 0)
|
||||||
{
|
{
|
||||||
|
Loading…
x
Reference in New Issue
Block a user