+ // In 3D mode, it's possible that we are being drawn exactly on top
+ // of an existing polygon. Use an offset to prevent z-fighting. In
+ // 2D mode, this is a no-op.
+ glEnable(GL_POLYGON_OFFSET_FILL);
+ glPolygonOffset(-1, -POFF_UNITS);
+
+ // save some state
+ glPushAttrib( GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT
+ | GL_TEXTURE_BIT | GL_PIXEL_MODE_BIT | GL_CULL_FACE
+ | GL_DEPTH_BUFFER_BIT );
+
+ // Draw the background
+ glEnable(GL_TEXTURE_2D);
+ glDisable(GL_LIGHTING);
+ glEnable(GL_BLEND);
+ glEnable(GL_ALPHA_TEST);
+ glEnable(GL_COLOR_MATERIAL);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ glDisable(GL_DEPTH_TEST);
+ sgVec4 panel_color;
+
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+ sgCopyVec4( panel_color, l->scene_diffuse());
+ if ( fgGetDouble("/systems/electrical/outputs/instrument-lights") > 1.0 ) {
+ if ( panel_color[0] < 0.7 ) panel_color[0] = 0.7;
+ if ( panel_color[1] < 0.2 ) panel_color[1] = 0.2;
+ if ( panel_color[2] < 0.2 ) panel_color[2] = 0.2;
+ }
+ glColor4fv( panel_color );
+ if (_bg != 0) {
+ glBindTexture(GL_TEXTURE_2D, _bg->getHandle());
+ // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glBegin(GL_POLYGON);
+ glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X, WIN_Y);
+ glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + _width, WIN_Y);
+ glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + _width, WIN_Y + _height);
+ glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X, WIN_Y + _height);
+ glEnd();
+ } else {
+ for (int i = 0; i < 4; i ++) {
+ // top row of textures...(1,3,5,7)
+ glBindTexture(GL_TEXTURE_2D, _mbg[i*2]->getHandle());
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glBegin(GL_POLYGON);
+ glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + (_height/2));
+ glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2));
+ glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + _height);
+ glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + _height);
+ glEnd();
+ // bottom row of textures...(2,4,6,8)
+ glBindTexture(GL_TEXTURE_2D, _mbg[(i*2)+1]->getHandle());
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glBegin(GL_POLYGON);
+ glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y);
+ glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y);
+ glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2));
+ glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + (_height/2));
+ glEnd();
+ }
+ }