#include <FDM/ADA.hxx>
#include <Scenery/tileentry.hxx>
-#if !defined(sgi)
-// PFNGLPOINTPARAMETERFEXTPROC glPointParameterfEXT = 0;
-// PFNGLPOINTPARAMETERFVEXTPROC glPointParameterfvEXT = 0;
+#if ( WIN32 )
+ PFNGLPOINTPARAMETERFEXTPROC glPointParameterfEXT = 0;
+ PFNGLPOINTPARAMETERFVEXTPROC glPointParameterfvEXT = 0;
#endif
+
float default_attenuation[3] = {1.0, 0.0, 0.0};
//Required for using GL_extensions
void fgLoadDCS (void);
// Set punch through fog density
glFogf (GL_FOG_DENSITY, fog_exp2_punch_through);
+// #define FG_EXPERIMENTAL_LIGHTING
#ifdef FG_EXPERIMENTAL_LIGHTING
// Enable states for drawing points with GL_extension
if (glutExtensionSupported("GL_EXT_point_parameters")) {
glEnable(GL_POINT_SMOOTH);
- float quadratic[3] = {1.0, 0.01, 0.0001};
+ float quadratic[3] = {1.0, 0.01, 0.00001};
// get the address of our OpenGL extensions
-#if !defined(sgi)
+#if defined(WIN32)
glPointParameterfEXT = (PFNGLPOINTPARAMETERFEXTPROC)
wglGetProcAddress("glPointParameterfEXT");
glPointParameterfvEXT = (PFNGLPOINTPARAMETERFVEXTPROC)
// makes the points fade as they move away
glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
- glPointSize(4.0);
-
- // Enable states for drawing runway lights with spherical mapping
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
- glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);
-
- //Maybe this is not the best way, but it works !!
- glPolygonMode(GL_FRONT, GL_POINT);
- glCullFace(GL_BACK);
- glEnable(GL_CULL_FACE);
+ glPointSize(8.0);
}
- glDisable( GL_LIGHTING );
// blending function for runway lights
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
- glEnable(GL_BLEND);
#endif
ssgSetNearFar( scene_nearplane, scene_farplane );
#ifdef FG_EXPERIMENTAL_LIGHTING
if (glutExtensionSupported("GL_EXT_point_parameters")) {
- // Disable states used for runway lighting
- glPolygonMode(GL_FRONT, GL_FILL);
-
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
default_attenuation);
}