Remove an extern SGSky *thesky reference that isn't used in the code anyway.
The original code forced a dependency in SimGear back to something that is defined globaly in FlightGear, not a great strategy for a library with some "general purpose" intentions.
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@ -58,8 +58,6 @@ SG_USING_STD(vector);
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#include <ieeefp.h>
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#endif
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extern SGSky *thesky;
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static list_of_culledCloud inViewClouds;
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// visibility distance for clouds in meters
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@ -396,7 +394,13 @@ void SGCloudField::cullClouds(sgVec3 eyePos, sgMat4 mat) {
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// because no field can have an infinite size (and we don't want to reach his border)
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// we draw this field and adjacent fields.
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// adjacent fields are not real, its the same field displaced by some offset
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void SGCloudField::Render(void) {
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void SGCloudField::Render(float *sun_color) {
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// sun_color used to depend on an extern SGSky *thesky definition
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// above. However, this is bad form for a library and it's much
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// more clean to just pass in the needed value. For reference, here is
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// the old way that sun_color was fetched ...
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// float *sun_color = thesky->get_sun_color();
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#if 0
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sgVec3 eyePos;
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double relx, rely;
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@ -437,7 +441,6 @@ void SGCloudField::Render(void) {
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sgScaleVec3 ( SGNewCloud::ambLight, ambient , 1.1f);
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// trying something else : clouds are more yellow/red at dawn/dusk
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// and added a bit of blue ambient
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float *sun_color = thesky->get_sun_color();
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sgScaleVec3 ( SGNewCloud::sunlight, sun_color , 0.4f);
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SGNewCloud::ambLight[2] += 0.1f;
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@ -94,7 +94,7 @@ public:
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void buildTestLayer(void);
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// Render a cloud field
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void Render(void);
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void Render( float *sun_color );
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// reposition the cloud layer at the specified origin and orientation
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void reposition( sgVec3 p, sgVec3 up, double lon, double lat, double alt, double dt, float direction, float speed);
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