glDisable( GL_FOG );
/* set the sun position */
- /* glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec_inv );*/
+ glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec_inv );
glPushMatrix();
#endif
glRotatef( angle, 0.0, 0.0, -1.0 );
+ /* render the moon */
+ fgMoonRender();
+
/* render the stars */
fgStarsRender();
/* render the sun */
fgSunRender();
- /* render the moon */
- fgMoonRender();
-
glPopMatrix();
/* reenable fog effects */
/* $Log$
-/* Revision 1.6 1997/12/12 21:41:27 curt
-/* More light/material property tweaking ... still a ways off.
+/* Revision 1.7 1997/12/15 20:59:09 curt
+/* Misc. tweaks.
/*
+ * Revision 1.6 1997/12/12 21:41:27 curt
+ * More light/material property tweaking ... still a ways off.
+ *
* Revision 1.5 1997/12/12 19:52:54 curt
* Working on lightling and material properties.
*
yMoon = 60000.0 * sin(moonPos.RightAscension) * cos(moonPos.Declination);
zMoon = 60000.0 * sin(moonPos.Declination);
- glutSolidSphere(1.0, 10, 10);
+ glutSolidSphere(1.0, 15, 15);
glEndList();
}
glLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_clear );
glLightfv(GL_LIGHT0, GL_DIFFUSE, moon_color );
- glMaterialfv(GL_FRONT, GL_AMBIENT, black);
+ glMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear );
+ glMaterialfv(GL_FRONT, GL_AMBIENT, moon_color );
glMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color);
glPushMatrix();