// ssg variables
ssgRoot *scene = NULL;
+ssgBranch *terrain = NULL;
ssgTransform *penguin = NULL;
global_tile_mgr.render();
- xglDisable( GL_TEXTURE_2D );
- xglDisable( GL_FOG );
-
- // display HUD && Panel
- xglDisable( GL_CULL_FACE );
- fgCockpitUpdate();
-
- // We can do translucent menus, so why not. :-)
- xglEnable ( GL_BLEND ) ;
- xglBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
- puDisplay();
- xglDisable ( GL_BLEND ) ;
- xglEnable( GL_FOG );
-
// ssg test
- cout << "trying to draw ssg scene" << endl;
xglMatrixMode(GL_PROJECTION);
xglLoadIdentity();
ssgSetFOV(60.0f, 0.0f);
- ssgSetNearFar(1.0f, 700.0f);
+ ssgSetNearFar(10.0f, 14000.0f);
sgMat4 sgTRANS;
sgMakeTransMat4( sgTRANS,
// ssgSetCamera( current_view.sgVIEW );
ssgCullAndDraw( scene );
+ xglDisable( GL_TEXTURE_2D );
+ xglDisable( GL_FOG );
+
+ // display HUD && Panel
+ xglDisable( GL_CULL_FACE );
+ fgCockpitUpdate();
+
+ // We can do translucent menus, so why not. :-)
+ xglEnable ( GL_BLEND ) ;
+ xglBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+ puDisplay();
+ xglDisable ( GL_BLEND ) ;
+ xglEnable( GL_FOG );
+
}
xglutSwapBuffers();
// distribution) specifically from the ssg tux example
//
- ssgModelPath( "/h/curt/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
- ssgTexturePath( "/h/curt/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
+ ssgModelPath( "/stage/pinky01/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
+ ssgTexturePath( "/stage/pinky01/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
+ // ssgModelPath( "/h/curt/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
+ // ssgTexturePath( "/h/curt/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
scene = new ssgRoot;
+ terrain = new ssgBranch;
+ terrain->setName( "Terrain" );
penguin = new ssgTransform;
ssgEntity *tux_obj = ssgLoadAC( "tuxedo.ac" );
ssgFlatten( tux_obj );
ssgStripify( penguin );
+ scene->addKid( terrain );
scene->addKid( penguin );
// pass control off to the master GLUT event handler