}
+#if 0
void
FGMaterialSlot::render_fragments()
{
current_view.set_tris_rendered( tris_rendered );
}
+#endif
// Load a library of material properties
#endif
ssgStateSelector *state = new ssgStateSelector(2);
- state->setStep(0, new ssgSimpleState); // textured
- state->setStep(1, new ssgSimpleState); // untextured
+ ssgSimpleState *textured = new ssgSimpleState();
+ ssgSimpleState *nontextured = new ssgSimpleState();
// Set up the textured state
- state->selectStep(0);
- state->enable( GL_LIGHTING );
+ textured->enable( GL_LIGHTING );
if ( current_options.get_shading() == 1 ) {
- state->setShadeModel( GL_SMOOTH );
+ textured->setShadeModel( GL_SMOOTH );
} else {
- state->setShadeModel( GL_FLAT );
+ textured->setShadeModel( GL_FLAT );
}
- state->enable ( GL_CULL_FACE ) ;
- state->enable( GL_TEXTURE_2D );
- state->setTexture( (char *)tex_file.c_str() );
- state->setMaterial ( GL_AMBIENT_AND_DIFFUSE, 1, 1, 1, 1 ) ;
- state->setMaterial ( GL_SPECULAR, 0, 0, 0, 0 ) ;
- state->setMaterial ( GL_EMISSION, 0, 0, 0, 0 ) ;
+ textured->enable ( GL_CULL_FACE ) ;
+ textured->enable( GL_TEXTURE_2D );
+ textured->setTexture( (char *)tex_file.c_str() );
+ textured->setMaterial ( GL_AMBIENT_AND_DIFFUSE, 1, 1, 1, 1 ) ;
+ textured->setMaterial ( GL_SPECULAR, 0, 0, 0, 0 ) ;
+ textured->setMaterial ( GL_EMISSION, 0, 0, 0, 0 ) ;
- // Set up the coloured state
- state->selectStep(1);
- state->enable( GL_LIGHTING );
+ // Set up the coloured state
+ nontextured->enable( GL_LIGHTING );
if ( current_options.get_shading() == 1 ) {
- state->setShadeModel( GL_SMOOTH );
+ nontextured->setShadeModel( GL_SMOOTH );
} else {
- state->setShadeModel( GL_FLAT );
+ nontextured->setShadeModel( GL_FLAT );
}
- state->enable ( GL_CULL_FACE ) ;
- state->disable( GL_TEXTURE_2D );
- state->disable( GL_COLOR_MATERIAL );
+ nontextured->enable ( GL_CULL_FACE ) ;
+ nontextured->disable( GL_TEXTURE_2D );
+ nontextured->disable( GL_COLOR_MATERIAL );
GLfloat *ambient, *diffuse, *specular, *emission;
ambient = m.get_ambient();
diffuse = m.get_diffuse();
/* cout << "ambient = " << ambient[0] << "," << ambient[1]
<< "," << ambient[2] << endl; */
- state->setMaterial ( GL_AMBIENT,
+ nontextured->setMaterial ( GL_AMBIENT,
ambient[0], ambient[1],
ambient[2], ambient[3] ) ;
- state->setMaterial ( GL_DIFFUSE,
+ nontextured->setMaterial ( GL_DIFFUSE,
diffuse[0], diffuse[1],
diffuse[2], diffuse[3] ) ;
- state->setMaterial ( GL_SPECULAR,
+ nontextured->setMaterial ( GL_SPECULAR,
specular[0], specular[1],
specular[2], specular[3] ) ;
- state->setMaterial ( GL_EMISSION,
+ nontextured->setMaterial ( GL_EMISSION,
emission[0], emission[1],
emission[2], emission[3] ) ;
+ state->setStep( 0, textured ); // textured
+ state->setStep( 1, nontextured ); // untextured
+
// Choose the appropriate starting state.
if ( current_options.get_textures() ) {
state->selectStep(0);
}
+#ifdef
void
fgMATERIAL_MGR::render_fragments()
{
(*current).second.render_fragments();
}
}
-
+#endif