}
+// Generate a REIL light
+ssgBranch *gen_reil_light( sgVec3 pt, sgVec3 dir, sgVec3 up,
+ const string &material ) {
+
+ ssgTimedSelector *reil = new ssgTimedSelector;
+
+ ssgLeaf *leaf;
+
+ leaf = gen_directional_light( pt, dir, up, "RWY_WHITE_LIGHTS" );
+ reil->addKid( leaf );
+
+ leaf = gen_directional_light( pt, dir, up, "RWY_WHITE_LIGHTS" );
+ reil->addKid( leaf );
+
+ reil->setDuration( 60 );
+ reil->setLimits( 0, 2 );
+ reil->setMode( SSG_ANIM_SHUTTLE );
+ reil->control( SSG_ANIM_START );
+
+ return reil;
+}
+
+
// Generate a directional light
ssgLeaf *gen_normal_line( sgVec3 pt, sgVec3 dir, sgVec3 up ) {
nodes[pnt_i[i]][2] );
sgSetVec3( normal, normals[nml_i[i]][0], normals[nml_i[i]][1],
normals[nml_i[i]][2] );
- ssgLeaf *light = gen_directional_light( pt, normal, nup, material );
- result->addKid( light );
+ if ( material == "RWY_REIL_LIGHTS" ) {
+ cout << "found a reil" << endl;
+ ssgBranch *light = gen_reil_light( pt, normal, nup, material );
+ result->addKid( light );
+ } else {
+ // standard directional lights
+ ssgLeaf *light = gen_directional_light( pt, normal, nup, material );
+ result->addKid( light );
+ }
// light = gen_normal_line( pt, normal, nup );
// result->addKid( light );
}