StelSkyDrawer.hpp   StelSkyDrawer.hpp 
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//! Set the value of the eye adaptation flag //! Set the value of the eye adaptation flag
void setFlagLuminanceAdaptation(bool b) {flagLuminanceAdaptation=b;} void setFlagLuminanceAdaptation(bool b) {flagLuminanceAdaptation=b;}
//! Get the current value of eye adaptation flag //! Get the current value of eye adaptation flag
bool getFlagLuminanceAdaptation(void) const {return flagLuminanceAda ptation;} bool getFlagLuminanceAdaptation(void) const {return flagLuminanceAda ptation;}
//! Informing the drawer whether atmosphere is displayed. //! Informing the drawer whether atmosphere is displayed.
//! This is used to avoid twinkling/simulate extinction/refraction. //! This is used to avoid twinkling/simulate extinction/refraction.
void setFlagHasAtmosphere(bool b) {flagHasAtmosphere=b;} void setFlagHasAtmosphere(bool b) {flagHasAtmosphere=b;}
//! Get the radius of the big halo texture used when a 3d model is v
ery bright.
float getBig3dModelHaloRadius() const {return big3dModelHaloRadius;}
//! Set the radius of the big halo texture used when a 3d model is v
ery bright.
void setBig3dModelHaloRadius(float r) {big3dModelHaloRadius=r;}
private: private:
// Debug // Debug
float reverseComputeRCMag(float rmag) const; float reverseComputeRCMag(float rmag) const;
//! Compute the current limit magnitude by dichotomy //! Compute the current limit magnitude by dichotomy
float computeLimitMagnitude() const; float computeLimitMagnitude() const;
//! Compute the current limit luminance by dichotomy //! Compute the current limit luminance by dichotomy
float computeLimitLuminance() const; float computeLimitLuminance() const;
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float oldLum; float oldLum;
//! Big halo texture //! Big halo texture
StelTextureSP texBigHalo; StelTextureSP texBigHalo;
StelTextureSP texSunHalo; StelTextureSP texSunHalo;
bool flagLuminanceAdaptation; bool flagLuminanceAdaptation;
bool useShader; bool useShader;
class QGLShaderProgram* starsShaderProgram; class QGLShaderProgram* starsShaderProgram;
float big3dModelHaloRadius;
}; };
#endif // _STELSKYDRAWER_HPP_ #endif // _STELSKYDRAWER_HPP_
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