prop->tie("/rendering/scene/scattering",SGRawValuePointer<float>(&_scattering));
prop->tie("/rendering/scene/overcast",SGRawValuePointer<float>(&_overcast));
+ _sunAngleRad = prop->getNode("/sim/time/sun-angle-rad", true);
+ _sunAngleRad->setDoubleValue(_sun_angle);
+
// Read Only
- prop->tie("/sim/time/sun-angle-rad",SGRawValuePointer<double>(&_sun_angle));
prop->tie("/rendering/scene/ambient/red",SGRawValuePointer<float>(&_scene_ambient[0]));
prop->tie("/rendering/scene/ambient/green",SGRawValuePointer<float>(&_scene_ambient[1]));
prop->tie("/rendering/scene/ambient/blue",SGRawValuePointer<float>(&_scene_ambient[2]));
prop->untie("/rendering/scene/saturation");
prop->untie("/rendering/scene/scattering");
prop->untie("/rendering/scene/overcast");
-
- prop->untie("/sim/time/sun-angle-rad");
prop->untie("/rendering/scene/ambient/red");
prop->untie("/rendering/scene/ambient/green");
prop->untie("/rendering/scene/ambient/blue");
_scene_ambient[3] = 1.0;
gamma_correct_rgb( _scene_ambient.data() );
+ SGSky* thesky = globals->get_renderer()->getSky();
+
SGVec4f color = thesky->get_scene_color();
_scene_diffuse[0] = color[0] * diffuse;
_scene_diffuse[1] = color[1] * diffuse;
// revert to unmodified values before using them.
//
+ SGSky* thesky = globals->get_renderer()->getSky();
SGVec4f color = thesky->get_scene_color();
gamma_restore_rgb( _fog_color.data(), gamma );
// cout << " Sky needs to rotate = " << _sun_rotation << " rads = "
// << _sun_rotation * SGD_RADIANS_TO_DEGREES << " degrees." << endl;
+
+ _sunAngleRad->setDoubleValue(_sun_angle);
}