#endif
#include <GL/glut.h>
+#include "../XGL/xgl.h"
+
#include <stdio.h>
#include <string.h>
-#include "../general.h"
+#include "../Include/general.h"
#include "astro.h"
#include "obj.h"
/* Render out the current scene */
void fgSceneryRender() {
- static GLfloat terrain_color[4] = { 0.4, 0.8, 0.3, 1.0 };
+ static GLfloat terrain_color[4] = { 0.6, 0.8, 0.4, 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_ambient[i] = terrain_color[i] * 0.5;
terrain_diffuse[i] = terrain_color[i];
}
- glMaterialfv(GL_FRONT, GL_AMBIENT, terrain_ambient);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, terrain_diffuse);
+ xglMaterialfv(GL_FRONT, GL_AMBIENT, terrain_ambient);
+ xglMaterialfv(GL_FRONT, GL_DIFFUSE, terrain_diffuse);
- glCallList(area_terrain);
+ xglCallList(area_terrain);
}
/* $Log$
-/* Revision 1.27 1997/12/12 21:41:30 curt
-/* More light/material property tweaking ... still a ways off.
+/* Revision 1.28 1997/12/15 23:55:02 curt
+/* Add xgl wrappers for debugging.
+/* Generate terrain normals on the fly.
/*
+ * 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.
*