//
// Copyright (C) 1997-2000 Curtis L. Olson - curt@flightgear.org
//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License as
-// published by the Free Software Foundation; either version 2 of the
-// License, or (at your option) any later version.
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
//
-// This program is distributed in the hope that it will be useful, but
-// WITHOUT ANY WARRANTY; without even the implied warranty of
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// General Public License for more details.
+// Library General Public License for more details.
//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the
+// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+// Boston, MA 02111-1307, USA.
//
// $Id$
#include <plib/sg.h>
#include <simgear/debug/logstream.hxx>
-#include <simgear/math/fg_random.h>
#include "dome.hxx"
static int sgSkyDomePreDraw( ssgEntity *e ) {
/* cout << endl << "Dome Pre Draw" << endl << "----------------"
<< endl << endl; */
+
+ ssgLeaf *f = (ssgLeaf *)e;
+ if ( f -> hasState () ) f->getState()->apply() ;
+
+ glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
+ // cout << "push error = " << glGetError() << endl;
+
glDisable( GL_DEPTH_TEST );
glDisable( GL_FOG );
static int sgSkyDomePostDraw( ssgEntity *e ) {
/* cout << endl << "Dome Post Draw" << endl << "----------------"
<< endl << endl; */
- glEnable( GL_DEPTH_TEST );
- glEnable( GL_FOG );
+ glPopAttrib();
+ // cout << "pop error = " << glGetError() << endl;
+
return true;
}
lower_color[i][j] = fog_color[j] + outer_amt[j];
if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
- if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
+ if ( upper_color[i][j] < 0.0 ) { upper_color[i][j] = 0.0; }
if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
- if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
+ if ( middle_color[i][j] < 0.0 ) { middle_color[i][j] = 0.0; }
if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
- if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
+ if ( lower_color[i][j] < 0.0 ) { lower_color[i][j] = 0.0; }
}
upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
lower_color[i][j] = fog_color[j] + outer_amt[j];
if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
- if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
+ if ( upper_color[i][j] < 0.0 ) { upper_color[i][j] = 0.0; }
if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
- if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
+ if ( middle_color[i][j] < 0.0 ) { middle_color[i][j] = 0.0; }
if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
- if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
+ if ( lower_color[i][j] < 0.0 ) { lower_color[i][j] = 0.0; }
}
upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
lower_color[i][0], lower_color[i][1], lower_color[i][2],
lower_color[i][3]);
- */
- }
+ */
+ }
for ( i = 0; i < 12; i++ ) {
sgCopyVec4( bottom_color[i], fog_color );
// Rotate to proper orientation
// printf(" lon = %.2f lat = %.2f\n",
- // FG_Longitude * SGD_RADIANS_TO_DEGREES,
- // FG_Latitude * SGD_RADIANS_TO_DEGREES);
- // xglRotatef( f->get_Longitude() * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
+ // lon * SGD_RADIANS_TO_DEGREES,
+ // lat * SGD_RADIANS_TO_DEGREES);
+ // xglRotatef( lon * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
sgSetVec3( axis, 0.0, 0.0, 1.0 );
sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );