sgVec4 c;
#define DRAW_SEG() \
- {glBegin(GL_LINES); \
+ {glColorMaterial(GL_FRONT, GL_EMISSION); \
+ glDisable(GL_LINE_SMOOTH); glBegin(GL_LINES); \
glColor4fv(c); \
glVertex3f(lt_tree[n].pt[PX], lt_tree[n].pt[PZ], lt_tree[n].pt[PY]); \
glVertex3f(lt_tree[lt_tree[n].prev].pt[PX], lt_tree[lt_tree[n].prev].pt[PZ], lt_tree[lt_tree[n].prev].pt[PY]); \
- glEnd();}
+ glEnd(); glEnable(GL_LINE_SMOOTH);}
glDepthMask( GL_FALSE );
glEnable(GL_BLEND);
if( lt_tree[n].depth >= 2 ) {
glLineWidth(3);
sgScaleVec4(c, col, t1 * 0.6f);
- glDisable(GL_LINE_SMOOTH);
DRAW_SEG();
- glEnable(GL_LINE_SMOOTH);
} else {
if( lt_tree[n].depth == 0 ) {
glLineWidth(12);
glLineWidth(6);
sgScaleVec4(c, col, t1);
- glDisable(GL_LINE_SMOOTH);
DRAW_SEG();
- glEnable(GL_LINE_SMOOTH);
} else {
glLineWidth(6);
sgScaleVec4(c, col, t1 * 0.7f);
- glDisable(GL_LINE_SMOOTH);
DRAW_SEG();
- glEnable(GL_LINE_SMOOTH);
}
if( lt_tree[n].depth == 0 )
glLineWidth(2);
sgSetVec4(c, t1, t1, t1, t1);
- glDisable(GL_LINE_SMOOTH);
DRAW_SEG();
- glEnable(GL_LINE_SMOOTH);
}
}