glDisable( GL_DEPTH_TEST );
glDisable( GL_FOG );
glBlendFunc ( GL_SRC_ALPHA, GL_ONE ) ;
- // sgVec4 color;
- // sgSetVec4( color, 0.0, 0.0, 0.0, 1.0 );
- // glMaterialfv ( GL_FRONT_AND_BACK, GL_AMBIENT, color ) ;
return true;
}
glEnable( GL_FOG );
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+ /* test
+ glDisable( GL_LIGHTING );
+ glDisable( GL_CULL_FACE );
+ glEnable( GL_COLOR_MATERIAL );
+ glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
+ glEnable( GL_CULL_FACE );
+ glEnable( GL_LIGHTING ); */
+
return true;
}
orb_state->enable( GL_TEXTURE_2D );
orb_state->enable( GL_COLOR_MATERIAL );
orb_state->setColourMaterial( GL_DIFFUSE );
- orb_state->setMaterial( GL_AMBIENT, 0.0, 0.0, 0.0, 1.0 );
- orb_state->setMaterial( GL_SPECULAR, 0.0, 0.0, 0.0, 1.0 );
+ orb_state->setMaterial( GL_AMBIENT, 0, 0, 0, 1.0 );
+ orb_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ orb_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
orb_state->enable( GL_BLEND );
orb_state->enable( GL_ALPHA_TEST );
orb_state->setAlphaClamp( 0.01 );
halo_state->disable( GL_COLOR_MATERIAL );
halo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
halo_state->setMaterial ( GL_AMBIENT_AND_DIFFUSE, 1, 1, 1, 1 ) ;
- halo_state -> setMaterial ( GL_EMISSION, 0, 0, 0, 1 ) ;
- halo_state -> setMaterial ( GL_SPECULAR, 0, 0, 0, 1 ) ;
+ halo_state->setMaterial ( GL_EMISSION, 0, 0, 0, 1 ) ;
+ halo_state->setMaterial ( GL_SPECULAR, 0, 0, 0, 1 ) ;
// halo_state -> setShininess ( 0 ) ;
halo_state->enable( GL_ALPHA_TEST );
halo_state->setAlphaClamp(0.01);
(ambient * 11.0) - 3.0, // minimum value = 0.3
(ambient * 12.0) - 3.6, // minimum value = 0.0
0.5 );
-
+
+ // temp test, forces the color to always be white
+ // sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+
if (color[0] > 1.0) color[0] = 1.0;
if (color[1] > 1.0) color[1] = 1.0;
if (color[2] > 1.0) color[2] = 1.0;
sgSetVec3( axis, 1.0, 0.0, 0.0 );
sgMakeRotMat4( DEC, declination * RAD_TO_DEG, axis );
- // xglTranslatef(0,60000,0);
- sgSetVec3( v, 0.0, 60000.0, 0.0 );
+ // xglTranslatef(0,moon_dist);
+ sgSetVec3( v, 0.0, moon_dist, 0.0 );
sgMakeTransMat4( T2, v );
sgMat4 TRANSFORM;
return true;
}
+