t->sun_vec[0] = t->fg_sunpos.x - scenery_center.x;
t->sun_vec[1] = t->fg_sunpos.y - scenery_center.y;
t->sun_vec[2] = t->fg_sunpos.z - scenery_center.z;
+ MAT3_SCALE_VEC(t->sun_vec, t->sun_vec, -1.0);
+
/* make this a directional light source only */
t->sun_vec[3] = 0.0;
/* $Log$
-/* Revision 1.11 1997/10/28 21:07:21 curt
-/* Changed GLUT/ -> Main/
+/* Revision 1.12 1997/11/15 18:15:39 curt
+/* Reverse direction of sun vector, so object normals can be more normal.
/*
+ * Revision 1.11 1997/10/28 21:07:21 curt
+ * Changed GLUT/ -> Main/
+ *
* Revision 1.10 1997/09/13 02:00:09 curt
* Mostly working on stars and generating sidereal time for accurate star
* placement.