// $Id$
-#ifdef HAVE_CONFIG_H
-# include <config.h>
-#endif
+#include <simgear/compiler.h>
#include <stdio.h>
-#include <iostream>
+#include STL_IOSTREAM
#include <plib/sg.h>
#include <plib/ssg.h>
static int sgSunOrbPreDraw( ssgEntity *e ) {
/* cout << endl << "Sun orb 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 sgSunOrbPostDraw( ssgEntity *e ) {
/* cout << endl << "Sun orb post draw" << endl << "----------------"
<< endl << endl; */
- glEnable( GL_DEPTH_TEST );
- glEnable( GL_FOG );
+
+ glPopAttrib();
+ // cout << "pop error = " << glGetError() << endl;
+
+ // glEnable( GL_DEPTH_TEST );
+ // glEnable( GL_FOG );
return true;
}
static int sgSunHaloPreDraw( ssgEntity *e ) {
/* cout << endl << "Sun halo pre draw" << endl << "----------------"
<< endl << endl; */
+
+ ssgLeaf *f = (ssgLeaf *)e;
+ if ( f -> hasState () ) f->getState()->apply() ;
+
+ glPushAttrib( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
+ // cout << "push error = " << glGetError() << endl;
+
glDisable( GL_DEPTH_TEST );
glDisable( GL_FOG );
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
static int sgSunHaloPostDraw( ssgEntity *e ) {
/* cout << endl << "Sun halo post draw" << endl << "----------------"
<< endl << endl; */
- glEnable( GL_DEPTH_TEST );
- glEnable( GL_FOG );
+
+ glPopAttrib();
+ // cout << "pop error = " << glGetError() << endl;
+
+ // glEnable( GL_DEPTH_TEST );
+ // glEnable( GL_FOG );
return true;
}
// initialize the sun object and connect it into our scene graph root
-ssgBranch * SGSun::build( FGPath path, double sun_size ) {
+ssgBranch * SGSun::build( SGPath path, double sun_size ) {
// set up the orb state
orb_state = new ssgSimpleState();