default_state = new ssgSimpleState;
default_state->disable( GL_TEXTURE_2D );
default_state->enable( GL_CULL_FACE );
- default_state->disable( GL_COLOR_MATERIAL );
+ default_state->enable( GL_COLOR_MATERIAL );
+ default_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
+ default_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ default_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
default_state->disable( GL_BLEND );
default_state->disable( GL_ALPHA_TEST );
default_state->disable( GL_LIGHTING );
- default_state->setMaterial( GL_AMBIENT_AND_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
hud_and_panel = new ssgSimpleState;
hud_and_panel->disable( GL_CULL_FACE );
global_tile_mgr.prep_ssg_nodes();
// force the default state so ssg can get back on track if
- // we've changed things elsewhere
- FGMaterialSlot m_slot;
- FGMaterialSlot *m_ptr = &m_slot;
- if ( material_mgr.find( "Default", m_ptr ) ) {
- m_ptr->get_state()->force();
- }
+ // we've changed things elsewhere (this is now handled
+ // differently)
+ //
+ // FGMaterialSlot m_slot;
+ // FGMaterialSlot *m_ptr = &m_slot;
+ // if ( material_mgr.find( "Default", m_ptr ) ) {
+ // m_ptr->get_state()->force();
+ // }
// draw the ssg scene
ssgCullAndDraw( scene );
textured->setTexture( (char *)tex_file.c_str() );
textured->enable( GL_COLOR_MATERIAL );
textured->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
- textured->setMaterial( GL_SPECULAR, 0.0, 0.0, 0.0, 1.0 );
+ textured->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ textured->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
// Set up the coloured state
nontextured->enable( GL_LIGHTING );