Norman Vine wrote:
Hi All

Is this a proposed patch which can go into CVS?


Erik

3) Now since SSG eventually calls OpenGL SSG must do this
for us behind the scenes or else things just wouldn't work so inorder to get Clouds3D to render in the proper location
we should just need to use the Matrix that SSG uses for a Camera
Matrix and pass this directly to the Clouds3D Camers


so something like

void SkySceneLoader::Draw(sgMat4 mat)
{
    sgMat4 cameraMatrix;

// sgCopyMat4(cameraMatrix,mat); // or just ssgGetModelviewMatrix(cameraMatrix);

glMatrixMode ( GL_MODELVIEW ) ;
glLoadIdentity () ;
glLoadMatrixf( (float *) cameraMatrix );
pCam->SetModelviewMatrix( (float *) cameraMatrix );
SceneManager::InstancePtr()->Display(*pCam);

//pLight->Display(); // draw the light position to debug with sun position


    glMatrixMode ( GL_MODELVIEW ) ;
    glLoadIdentity () ;
}


Try it, it works :-)


Now I just need to get a GFX card with 64megs of memory and hardware
pbuffers .......

Cheers

Norman



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