/* Render out the current scene */
void fgSceneryRender() {
+ static GLfloat terrain_color[4] = { 0.4, 0.8, 0.3, 1.0 };
+ static GLfloat terrain_ambient[4];
+ static GLfloat terrain_diffuse[4];
+ int i;
+
+ for ( i = 0; i < 4; i++ ) {
+ terrain_ambient[i] = terrain_color[i];
+ terrain_diffuse[i] = terrain_color[i];
+ }
+
+ glMaterialfv(GL_FRONT, GL_AMBIENT, terrain_ambient);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, terrain_diffuse);
+
glCallList(area_terrain);
}
/* $Log$
-/* Revision 1.26 1997/12/12 19:52:58 curt
-/* Working on lightling and material properties.
+/* Revision 1.27 1997/12/12 21:41:30 curt
+/* More light/material property tweaking ... still a ways off.
/*
+ * Revision 1.26 1997/12/12 19:52:58 curt
+ * Working on lightling and material properties.
+ *
* Revision 1.25 1997/12/10 22:37:51 curt
* Prepended "fg" on the name of all global structures that didn't have it yet.
* i.e. "struct WEATHER {}" became "struct fgWEATHER {}"