occasionally due to some dirt in the tube or on the ball.
*/
// cout << current_aircraft.fdm_state->get_A_Z_pilot() << endl;
+ // cout << "Ay = " << current_aircraft.fdm_state->get_A_Y_pilot()
+ // << " Az = " << current_aircraft.fdm_state->get_A_Z_pilot() << endl;
d = -current_aircraft.fdm_state->get_A_Z_pilot();
if ( d < 1 ) d = 1;
set_lowpass ( & the_TC_rad,
#include "pt_lights.hxx"
+// strobe pre-draw (we want a larger point size)
+static int StrobePreDraw( ssgEntity *e ) {
+ glPushAttrib( GL_POINT_BIT );
+ glPointSize(4.0);
+ glEnable(GL_POINT_SMOOTH);
+
+ return true;
+}
+
+// strobe post-draw (we want a larger point size)
+static int StrobePostDraw( ssgEntity *e ) {
+ glPopAttrib();
+
+ return true;
+}
+
+
// Generate a directional light
ssgLeaf *gen_directional_light( sgVec3 pt, sgVec3 dir, sgVec3 up,
const string &material ) {
<< material );
}
+ leaf->setCallback( SSG_CALLBACK_PREDRAW, StrobePreDraw );
+ leaf->setCallback( SSG_CALLBACK_POSTDRAW, StrobePostDraw );
+
ssgTimedSelector *reil = new ssgTimedSelector;
// need to add this twice to work around an ssg bug
<< material );
}
+ leaf->setCallback( SSG_CALLBACK_PREDRAW, StrobePreDraw );
+ leaf->setCallback( SSG_CALLBACK_POSTDRAW, StrobePostDraw );
+
rabbit->addKid( leaf );
if ( first ) {
// ssg bug where first entry in animation is ignored.