#include <simgear/screen/extensions.hxx>
#include <simgear/scene/material/matlib.hxx>
+#include <simgear/scene/model/animation.hxx>
+#include <simgear/scene/model/model.hxx>
+#include <simgear/scene/model/modellib.hxx>
+#include <simgear/scene/model/placement.hxx>
+#include <simgear/scene/tgdb/pt_lights.hxx>
#include <simgear/props/props.hxx>
#include <simgear/timing/sg_time.hxx>
-#include <simgear/scene/model/animation.hxx>
#include <simgear/ephemeris/ephemeris.hxx>
-#include <simgear/scene/model/placement.hxx>
#include <simgear/math/sg_random.h>
-#include <simgear/scene/model/modellib.hxx>
-#include <simgear/scene/model/model.hxx>
#ifdef FG_JPEG_SERVER
#include <simgear/screen/jpgfactory.hxx>
#endif
bool skyblend = fgGetBool("/sim/rendering/skyblend");
bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
- bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
+ bool distance_attenuation
+ = fgGetBool("/sim/rendering/distance-attenuation");
+ sgConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
+ distance_attenuation );
bool volumetric_clouds = sgEnviro.get_clouds_enable_state();
#ifdef FG_ENABLE_MULTIPASS_CLOUDS
bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
float quadratic[3] = {1.0, 0.001, 0.0000001};
// makes the points fade as they move away
glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
- glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
+ // glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
}
glPointSize(4.0);