glEnable( GL_DEPTH_TEST );
/* glFrontFace(GL_CW); */
- glEnable( GL_CULL_FACE );
+ /* glEnable( GL_CULL_FACE ); */
/* If enabled, normal vectors specified with glNormal are scaled
to unit length after transformation. See glNormal. */
struct VIEW *v;
double x_2, x_4, x_8, x_10;
double ambient, diffuse, sky;
- /* GLfloat color[4] = { 1.0, 1.0, 0.50, 1.0 };*/
- GLfloat color[4] = { 1.0, 0.0, 0.00, 1.0 };
+ GLfloat color[4] = { 1.0, 1.0, 0.50, 1.0 };
GLfloat amb[3], diff[3], fog[4], clear[4];
f = ¤t_aircraft.flight;
/* $Log$
-/* Revision 1.22 1997/10/30 12:38:41 curt
-/* Working on new scenery subsystem.
+/* Revision 1.23 1997/11/15 18:16:34 curt
+/* minor tweaks.
/*
+ * Revision 1.22 1997/10/30 12:38:41 curt
+ * Working on new scenery subsystem.
+ *
* Revision 1.21 1997/09/23 00:29:38 curt
* Tweaks to get things to compile with gcc-win32.
*
FG_Longitude = ( -398391.28 / 3600.0 ) * DEG_TO_RAD;
FG_Latitude = ( 120070.41 / 3600.0 ) * DEG_TO_RAD;
FG_Altitude = FG_Runway_altitude + 3.758099;
- FG_Altitude = 20000;
+ FG_Altitude = 10000;
/* Initial Position north of the city of Globe */
/* FG_Longitude = ( -398673.28 / 3600.0 ) * DEG_TO_RAD; */
/* $Log$
-/* Revision 1.11 1997/10/30 12:38:42 curt
-/* Working on new scenery subsystem.
+/* Revision 1.12 1997/11/15 18:16:35 curt
+/* minor tweaks.
/*
+ * Revision 1.11 1997/10/30 12:38:42 curt
+ * Working on new scenery subsystem.
+ *
* Revision 1.10 1997/10/25 03:24:23 curt
* Incorporated sun, moon, and star positioning code contributed by Durk Talsma.
*
glVertex3d(nodes[n1][0] - ref.x, nodes[n1][1] - ref.y,
nodes[n1][2] - ref.z);
- if ( dot_prod > 0 ) {
- glNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
- glVertex3d(nodes[n2][0] - ref.x, nodes[n2][1] - ref.y,
- nodes[n2][2] - ref.z);
-
- glNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]);
- glVertex3d(nodes[n3][0] - ref.x, nodes[n3][1] - ref.y,
- nodes[n3][2] - ref.z);
- } else {
- printf("Reversing\n");
- glNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]);
- glVertex3d(nodes[n3][0] - ref.x, nodes[n3][1] - ref.y,
- nodes[n3][2] - ref.z);
+ glNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
+ glVertex3d(nodes[n2][0] - ref.x, nodes[n2][1] - ref.y,
+ nodes[n2][2] - ref.z);
- glNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
- glVertex3d(nodes[n2][0] - ref.x, nodes[n2][1] - ref.y,
- nodes[n2][2] - ref.z);
- }
+ glNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]);
+ glVertex3d(nodes[n3][0] - ref.x, nodes[n3][1] - ref.y,
+ nodes[n3][2] - ref.z);
if ( n4 > 0 ) {
glNormal3d(normals[n4][0], normals[n4][1], normals[n4][2]);
/* $Log$
-/* Revision 1.4 1997/11/14 00:26:49 curt
-/* Transform scenery coordinates earlier in pipeline when scenery is being
-/* created, not when it is being loaded. Precalculate normals for each node
-/* as average of the normals of each containing polygon so Garoude shading is
-/* now supportable.
+/* Revision 1.5 1997/11/15 18:16:39 curt
+/* minor tweaks.
/*
+ * Revision 1.4 1997/11/14 00:26:49 curt
+ * Transform scenery coordinates earlier in pipeline when scenery is being
+ * created, not when it is being loaded. Precalculate normals for each node
+ * as average of the normals of each containing polygon so Garoude shading is
+ * now supportable.
+ *
* Revision 1.3 1997/10/31 04:49:12 curt
* Tweaking vertex orders.
*
static long int warp = 0;
/* get current Unix calendar time (in seconds) */
- warp += 60;
+ warp += 20;
/* warp = 0; */
- t->cur_time = time(NULL) + 43200;
+ t->cur_time = time(NULL) + 4 * 60 * 60;
t->cur_time += warp;
printf("Current Unix calendar time = %ld warp = %ld\n", t->cur_time, warp);
/* $Log$
-/* Revision 1.9 1997/11/14 00:26:50 curt
-/* Transform scenery coordinates earlier in pipeline when scenery is being
-/* created, not when it is being loaded. Precalculate normals for each node
-/* as average of the normals of each containing polygon so Garoude shading is
-/* now supportable.
+/* Revision 1.10 1997/11/15 18:16:42 curt
+/* minor tweaks.
/*
+ * Revision 1.9 1997/11/14 00:26:50 curt
+ * Transform scenery coordinates earlier in pipeline when scenery is being
+ * created, not when it is being loaded. Precalculate normals for each node
+ * as average of the normals of each containing polygon so Garoude shading is
+ * now supportable.
+ *
* Revision 1.8 1997/10/25 03:30:08 curt
* Misc. tweaks.
*