cloud3d_imposter_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
cloud3d_imposter_state->enable( GL_BLEND );
cloud3d_imposter_state->enable( GL_ALPHA_TEST );
- cloud3d_imposter_state->enable( GL_LIGHTING );
+ cloud3d_imposter_state->disable( GL_LIGHTING );
hud_and_panel = new ssgSimpleState;
hud_and_panel->ref();
cloud3d_imposter_state->force();
glDisable( GL_FOG );
- glEnable( GL_LIGHTING );
- glEnable( GL_LIGHT0 );
- ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
- glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
glColor4f( 1.0, 1.0, 1.0, 1.0 );
- glEnable(GL_COLOR_MATERIAL);
- glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
- glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
- glEnable(GL_CULL_FACE);
if ( fgGetBool("/sim/rendering/clouds3d") ) {
posit = globals->get_scenery()->get_center();
if ( _bcloud_orig ) {