**************************************************************************/
#include <GL/glut.h>
+#include "../XGL/xgl.h"
+
#include "../Time/fg_time.h"
#include "../Main/views.h"
#include "orbits.h"
{
// int i;
- sun_obj = glGenLists(1);
- glNewList(sun_obj, GL_COMPILE );
+ sun_obj = xglGenLists(1);
+ xglNewList(sun_obj, GL_COMPILE );
-// glBegin( GL_POINTS );
+// xglBegin( GL_POINTS );
fgSolarSystemUpdate(&(pltOrbElements[0]), cur_time_params);
sunPos = fgCalculateSun(pltOrbElements[0], cur_time_params);
#endif
/* give the moon a temporary color, for testing purposes */
-// glColor3f( 0.0, 1.0, 0.0);
-// glVertex3f( 190000.0 * cos(moonPos.RightAscension) * cos(moonPos.Declination),
+// xglColor3f( 0.0, 1.0, 0.0);
+// xglVertex3f( 190000.0 * cos(moonPos.RightAscension) * cos(moonPos.Declination),
// 190000.0 * sin(moonPos.RightAscension) * cos(moonPos.Declination),
// 190000.0 * sin(moonPos.Declination) );
- //glVertex3f(0.0, 0.0, 0.0);
-// glEnd();
-// glColor3f(1.0, 1.0, 1.0);
+ //xglVertex3f(0.0, 0.0, 0.0);
+// xglEnd();
+// xglColor3f(1.0, 1.0, 1.0);
//xMoon = 190000.0 * cos(moonPos.RightAscension) * cos(moonPos.Declination);
//yMoon = 190000.0 * sin(moonPos.RightAscension) * cos(moonPos.Declination);
//zMoon = 190000.0 * sin(moonPos.Declination);
ySun = 60000.0 * sin(sunPos.RightAscension) * cos(sunPos.Declination);
zSun = 60000.0 * sin(sunPos.Declination);
-// glPushMatrix();
-// glTranslatef(x, y, z);
-// glScalef(16622.8, 16622.8, 16622.8);
-// glBegin(GL_TRIANGLES);
+// xglPushMatrix();
+// xglTranslatef(x, y, z);
+// xglScalef(16622.8, 16622.8, 16622.8);
+// xglBegin(GL_TRIANGLES);
// for (i = 0; i < 20; i++)
// subdivide(&vdata[tindices[i][0]][0],
// &vdata[tindices[i][1]][0],
// &vdata[tindices[i][2]][0], 3);
// glutSolidSphere(1.0, 25, 25);
-// glEnd();
- //glPopMatrix();
+// xglEnd();
+ //xglPopMatrix();
glutSolidSphere(1.0, 10, 10);
- glEndList();
+ xglEndList();
}
diff[3] = 0.0; */
/* set lighting parameters */
- /* glLightfv(GL_LIGHT0, GL_AMBIENT, color );
- glLightfv(GL_LIGHT0, GL_DIFFUSE, color );
- glMaterialfv(GL_FRONT, GL_AMBIENT, amb);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, diff); */
+ /* xglLightfv(GL_LIGHT0, GL_AMBIENT, color );
+ xglLightfv(GL_LIGHT0, GL_DIFFUSE, color );
+ xglMaterialfv(GL_FRONT, GL_AMBIENT, amb);
+ xglMaterialfv(GL_FRONT, GL_DIFFUSE, diff); */
- glDisable( GL_LIGHTING );
+ xglDisable( GL_LIGHTING );
- glPushMatrix();
- glTranslatef(xSun, ySun, zSun);
- glScalef(1400, 1400, 1400);
+ xglPushMatrix();
+ xglTranslatef(xSun, ySun, zSun);
+ xglScalef(1400, 1400, 1400);
- glColor3f(0.85, 0.65, 0.05);
+ xglColor3f(0.85, 0.65, 0.05);
- /* glColor3fv( color ); */
- /* glutSolidSphere(1.0, 25, 25); */
- glCallList(sun_obj);
+ /* xglColor3fv( color ); */
+ /* xglutSolidSphere(1.0, 25, 25); */
+ xglCallList(sun_obj);
- glPopMatrix();
+ xglPopMatrix();
- glEnable( GL_LIGHTING );
+ xglEnable( GL_LIGHTING );
}
/* $Log$
-/* Revision 1.5 1997/12/12 21:41:31 curt
-/* More light/material property tweaking ... still a ways off.
+/* Revision 1.6 1997/12/15 23:55:04 curt
+/* Add xgl wrappers for debugging.
+/* Generate terrain normals on the fly.
/*
+ * Revision 1.5 1997/12/12 21:41:31 curt
+ * More light/material property tweaking ... still a ways off.
+ *
* Revision 1.4 1997/12/10 22:37:53 curt
* Prepended "fg" on the name of all global structures that didn't have it yet.
* i.e. "struct WEATHER {}" became "struct fgWEATHER {}"