FG_LOG(FG_GENERAL, FG_INFO, "Creating LocalWeatherDatabase");
FGLocalWeatherDatabase::theFGLocalWeatherDatabase =
new FGLocalWeatherDatabase(
- Point3D( current_aircraft.fdm_state->get_Latitude(),
+ current_aircraft.fdm_state->get_Latitude(),
current_aircraft.fdm_state->get_Longitude(),
current_aircraft.fdm_state->get_Altitude()
- * FEET_TO_METER) );
+ * FEET_TO_METER );
WeatherDatabase = FGLocalWeatherDatabase::theFGLocalWeatherDatabase;
xglLightfv( GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
xglLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
// xglLightfv(GL_LIGHT0, GL_SPECULAR, white );
-
+
+ // texture parameters
+ xglEnable( GL_TEXTURE_2D );
+ xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
+ xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
+ // set base color (I don't think this is doing anything here)
+ // xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
+ // (GL_FRONT, GL_DIFFUSE, white);
+ // xglMaterialfv (GL_FRONT, GL_SPECULAR, white);
+ // xglMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
+
+#if 0
if ( current_options.get_textures() ) {
// texture parameters
xglEnable( GL_TEXTURE_2D );
// xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
// xglMaterialfv (GL_FRONT, GL_DIFFUSE, white);
}
+#endif
sgVec3 sunpos;
sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );