// explicitely to black.
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE );
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+
+ if (fgGetBool("/sim/rendering/specular-highlight"))
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
// a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
// explicitely to black.
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+ if (fgGetBool("/sim/rendering/specular-highlight"))
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,
+ GL_SEPARATE_SPECULAR_COLOR);
ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
fgSetBool("/sim/rendering/horizon-effect", false);
fgSetBool("/sim/rendering/enhanced-lighting", false);
fgSetBool("/sim/rendering/distance-attenuation", false);
+ fgSetBool("/sim/rendering/specular-highlight", true);
fgSetInt("/sim/startup/xsize", 800);
fgSetInt("/sim/startup/ysize", 600);
fgSetInt("/sim/rendering/bits-per-pixel", 16);
{"enable-enhanced-lighting", false, OPTION_BOOL, "/sim/rendering/enhanced-lighting", true, "", 0 },
{"disable-distance-attenuation", false, OPTION_BOOL, "/sim/rendering/distance-attenuation", false, "", 0 },
{"enable-distance-attenuation", false, OPTION_BOOL, "/sim/rendering/distance-attenuation", true, "", 0 },
+ {"disable-specular-highlight", false, OPTION_BOOL, "/sim/rendering/specular-highlight", false, "", 0 },
+ {"enable-specular-highlight", false, OPTION_BOOL, "/sim/rendering/specular-highlight", true, "", 0 },
{"disable-clouds", false, OPTION_BOOL, "/environment/clouds/status", false, "", 0 },
{"enable-clouds", false, OPTION_BOOL, "/environment/clouds/status", true, "", 0 },
#ifdef FG_USE_CLOUDS_3D