glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE );
- if (fgGetBool("/sim/rendering/specular-highlight")) {
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
- } else {
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
- }
-
ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
// texture parameters
// a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
// explicitely to black.
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
- if (fgGetBool("/sim/rendering/specular-highlight")) {
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,
- GL_SEPARATE_SPECULAR_COLOR);
- } else {
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,
- GL_SINGLE_COLOR);
- }
ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
// END Tile Manager udpates
+ if (fgGetBool("/sim/rendering/specular-highlight")) {
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+ } else {
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
+ }
+
// redraw display
fgRenderFrame();