Clear the cockpit glass for the Winners Circle
The six secondary displays sit over the viewscreen like the pod's bezels and have nothing to say once the race is over. Worse, the radar sits dead centre along the bottom edge - directly on top of the winner's spot, so the one position that matters was the one you could not see. They are hidden when the podium comes up, which uncovers the canvas the 3D is already being drawn on. No matching show: the mission is over by then, and the next race builds a fresh cockpit. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -19,6 +19,7 @@
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#include "..\munga\dropzone.h"
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#include "..\munga\director.h"
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#include "..\munga\nttmgr.h"
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#include "..\munga_l4\l4vb16.h"
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//
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//#############################################################################
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@@ -267,6 +268,17 @@ void
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// RP412PODIUMCAM=0 leaves the view in the cockpit, which is also the
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// way to tell a bad camera from a scene that is not drawing at all.
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//
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//
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// Clear the cockpit glass away. The MFDs and the radar sit over the
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// viewscreen like the pod's bezels and have nothing to say once the
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// race is over; the podium gets the whole canvas.
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//
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SVGA16 *cockpit = SVGA16::GetCockpit();
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if (cockpit != NULL)
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{
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cockpit->HideSecondaryDisplays();
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}
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//
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// Fog first: it pulls the clip plane in to 1100, and SetViewAngle is what
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// rebuilds the projection that reads it.
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