Radar sets glColor to transparent at the end of it's expose, this was
never reset to something opaque so the world was being drawn
transparent. Fixed by resetting glColor in set_visuals.
gdouble rg = MAX(0, 1-(elev/20000));
gdouble blue = MAX(0, 1-(elev/50000));
glClearColor(MIN(0.65,rg), MIN(0.65,rg), MIN(1,blue), 1.0f);
gdouble rg = MAX(0, 1-(elev/20000));
gdouble blue = MAX(0, 1-(elev/50000));
glClearColor(MIN(0.65,rg), MIN(0.65,rg), MIN(1,blue), 1.0f);
glDisable(GL_ALPHA_TEST);
glDisable(GL_ALPHA_TEST);