bool SGSun::repaint( double sun_angle ) {
static float prev_sun_angle = 9999.0;
- // else sun is well below horizon (so no point in repainting it)
-#if 0
- if ( (sun_angle * SGD_RADIANS_TO_DEGREES < 100 )
- && (prev_sun_angle != sun_angle))
- {
- prev_sun_angle = sun_angle;
-
- // x_10 = sun_angle^10
- double x_10 = sun_angle * sun_angle * sun_angle * sun_angle * sun_angle
- * sun_angle * sun_angle * sun_angle * sun_angle * sun_angle;
-
- float ambient = (float)(0.4 * pow (1.1, - x_10 / 30.0));
- if (ambient < 0.3) { ambient = 0.3; }
- if (ambient > 1.0) { ambient = 1.0; }
-
- sgVec4 color;
- sgSetVec4( color,
- (ambient * 6.0) - 1.0, // minimum value = 0.8
- (ambient * 11.0) - 2.7, // minimum value = 0.6
- (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;
-
-#else
-
if (prev_sun_angle != sun_angle)
{
color[2] = pow(sun_factor, 4.0);
color[3] = 1.0;
-#endif
gamma_correct_rgb( color );
// cout << "color = " << color[0] << " " << color[1] << " "