glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glEnable(GL_COLOR_MATERIAL);
- glColor4f(1.0, 1.0, 1.0, 1.0);
+ // glColor4f(1.0, 1.0, 1.0, 1.0);
+ if ( cur_light_params.sun_angle * RAD_TO_DEG < 95.0 ) {
+ glColor4fv( cur_light_params.scene_diffuse );
+ } else {
+ glColor4f(0.7, 0.2, 0.2, 1.0);
+ }
glBindTexture(GL_TEXTURE_2D, _bg->getHandle());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
transform();
glBindTexture(GL_TEXTURE_2D, _texture->getHandle());
glBegin(GL_POLYGON);
-
+ if ( cur_light_params.sun_angle * RAD_TO_DEG < 95.0 ) {
+ glColor4fv( cur_light_params.scene_diffuse );
+ } else {
+ glColor4f(0.7, 0.2, 0.2, 1.0);
+ }
glTexCoord2f(_texX1, _texY1); glVertex2f(-w2, -h2);
glTexCoord2f(_texX2, _texY1); glVertex2f(w2, -h2);
glTexCoord2f(_texX2, _texY2); glVertex2f(w2, h2);