orb_state = new ssgSimpleState();
orb_state->setShadeModel( GL_SMOOTH );
orb_state->disable( GL_LIGHTING );
+ // orb_state->enable( GL_LIGHTING );
orb_state->disable( GL_CULL_FACE );
orb_state->disable( GL_TEXTURE_2D );
orb_state->enable( GL_COLOR_MATERIAL );
orb_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
+ orb_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ orb_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
orb_state->disable( GL_BLEND );
orb_state->disable( GL_ALPHA_TEST );
path.append( "halo.rgba" );
halo_state = new ssgSimpleState();
halo_state->setTexture( (char *)path.c_str() );
- // halo_state->setTexture( sun_texid );
halo_state->enable( GL_TEXTURE_2D );
halo_state->disable( GL_LIGHTING );
+ // halo_state->enable( GL_LIGHTING );
halo_state->setShadeModel( GL_SMOOTH );
halo_state->disable( GL_CULL_FACE );
halo_state->enable( GL_COLOR_MATERIAL );
halo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
+ halo_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ halo_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
halo_state->enable( GL_ALPHA_TEST );
halo_state->setAlphaClamp(0.01);
halo_state->enable ( GL_BLEND ) ;
// into the provide scene graph branch
sun_transform = new ssgTransform;
- sun_transform->addKid( halo );
halo->setCallback( SSG_CALLBACK_PREDRAW, sgSunHaloPreDraw );
halo->setCallback( SSG_CALLBACK_POSTDRAW, sgSunHaloPostDraw );
+ sun_transform->addKid( halo );
sun_transform->addKid( orb );
return sun_transform;
(ambient * 12.0) - 3.6, // minimum value = 0.0
1.0 );
+ // 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,sun_dist);
+ sgSetVec3( v, 0.0, sun_dist, 0.0 );
sgMakeTransMat4( T2, v );
sgMat4 TRANSFORM;