/* view parameters */
static GLfloat win_ratio = 1.0;
-/* sun direction */
-/* static GLfloat sun_vec[4] = {1.0, 0.0, 0.0, 0.0 }; */
-
/* fog color */
static GLfloat fgFogColor[4] = {0.65, 0.65, 0.85, 1.0};
/* temporary hack */
-/* extern struct mesh *mesh_ptr; */
-/* Function prototypes */
-/* GLint fgSceneryCompile_OLD(); */
-/* static void fgSceneryDraw_OLD(); */
-
/* pointer to scenery structure */
/* static GLint scenery, runway; */
/* glFrontFace(GL_CW); */
glEnable( GL_CULL_FACE );
+ /* glDisable( GL_DITHER ); */
+
/* If enabled, normal vectors specified with glNormal are scaled
to unit length after transformation. See glNormal. */
glEnable( GL_NORMALIZE );
/* $Log$
-/* Revision 1.31 1997/12/12 21:41:25 curt
-/* More light/material property tweaking ... still a ways off.
+/* Revision 1.32 1997/12/15 20:59:08 curt
+/* Misc. tweaks.
/*
+ * Revision 1.31 1997/12/12 21:41:25 curt
+ * More light/material property tweaking ... still a ways off.
+ *
* Revision 1.30 1997/12/12 19:52:47 curt
* Working on lightling and material properties.
*