]> git.mxchange.org Git - flightgear.git/commitdiff
Small tweaks to point lighting configuration to better control the appearance
authorcurt <curt>
Fri, 21 Jul 2006 15:48:57 +0000 (15:48 +0000)
committercurt <curt>
Fri, 21 Jul 2006 15:48:57 +0000 (15:48 +0000)
of approach rabbits.

src/Main/renderer.cxx

index 563b6cb1fb023dd1e427c2c426b92a5762228071..9c46e832cb9ef0601acf5a0af6305052bdfa67d1 100644 (file)
 
 #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
@@ -235,7 +236,10 @@ FGRenderer::update( bool refresh_camera_settings ) {
     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") && 
@@ -603,7 +607,7 @@ FGRenderer::update( bool refresh_camera_settings ) {
             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);