dome_state->disable( GL_TEXTURE_2D );
dome_state->enable( GL_COLOR_MATERIAL );
dome_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
+ dome_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ dome_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
dome_state->disable( GL_BLEND );
dome_state->disable( GL_ALPHA_TEST );
glEnable( GL_FOG );
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+ /* test
+ glDisable( GL_LIGHTING );
+ glDisable( GL_CULL_FACE );
+ glEnable( GL_COLOR_MATERIAL );
+ glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
+ glEnable( GL_CULL_FACE );
+ glEnable( GL_LIGHTING ); */
+
return true;
}
orb_state->enable( GL_TEXTURE_2D );
orb_state->enable( GL_COLOR_MATERIAL );
orb_state->setColourMaterial( GL_DIFFUSE );
- orb_state->setMaterial( GL_AMBIENT, 0.0, 0.0, 0.0, 1.0 );
- orb_state->setMaterial( GL_SPECULAR, 0.0, 0.0, 0.0, 1.0 );
+ orb_state->setMaterial( GL_AMBIENT, 0, 0, 0, 1.0 );
+ orb_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ orb_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
orb_state->enable( GL_BLEND );
orb_state->enable( GL_ALPHA_TEST );
orb_state->setAlphaClamp( 0.01 );
halo_state->disable( GL_COLOR_MATERIAL );
halo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
halo_state->setMaterial ( GL_AMBIENT_AND_DIFFUSE, 1, 1, 1, 1 ) ;
- halo_state -> setMaterial ( GL_EMISSION, 0, 0, 0, 1 ) ;
- halo_state -> setMaterial ( GL_SPECULAR, 0, 0, 0, 1 ) ;
+ halo_state->setMaterial ( GL_EMISSION, 0, 0, 0, 1 ) ;
+ halo_state->setMaterial ( GL_SPECULAR, 0, 0, 0, 1 ) ;
// halo_state -> setShininess ( 0 ) ;
halo_state->enable( GL_ALPHA_TEST );
halo_state->setAlphaClamp(0.01);
sgSetVec3( axis, 1.0, 0.0, 0.0 );
sgMakeRotMat4( DEC, declination * RAD_TO_DEG, axis );
- // xglTranslatef(0,60000,0);
- sgSetVec3( v, 0.0, 60000.0, 0.0 );
+ // xglTranslatef(0,moon_dist);
+ sgSetVec3( v, 0.0, moon_dist, 0.0 );
sgMakeTransMat4( T2, v );
sgMat4 TRANSFORM;
return true;
}
+
orb_state = new ssgSimpleState();
orb_state->setShadeModel( GL_SMOOTH );
orb_state->disable( GL_LIGHTING );
+ // orb_state->enable( GL_LIGHTING );
orb_state->disable( GL_CULL_FACE );
orb_state->disable( GL_TEXTURE_2D );
orb_state->enable( GL_COLOR_MATERIAL );
orb_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
+ orb_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ orb_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
orb_state->disable( GL_BLEND );
orb_state->disable( GL_ALPHA_TEST );
halo_state->setTexture( (char *)path.c_str() );
halo_state->enable( GL_TEXTURE_2D );
halo_state->disable( GL_LIGHTING );
+ // halo_state->enable( GL_LIGHTING );
halo_state->setShadeModel( GL_SMOOTH );
halo_state->disable( GL_CULL_FACE );
halo_state->enable( GL_COLOR_MATERIAL );
halo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
+ halo_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ halo_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
halo_state->enable( GL_ALPHA_TEST );
halo_state->setAlphaClamp(0.01);
halo_state->enable ( GL_BLEND ) ;
// into the provide scene graph branch
sun_transform = new ssgTransform;
- sun_transform->addKid( halo );
halo->setCallback( SSG_CALLBACK_PREDRAW, sgSunHaloPreDraw );
halo->setCallback( SSG_CALLBACK_POSTDRAW, sgSunHaloPostDraw );
+ sun_transform->addKid( halo );
sun_transform->addKid( orb );
return sun_transform;
sgSetVec3( axis, 1.0, 0.0, 0.0 );
sgMakeRotMat4( DEC, declination * RAD_TO_DEG, axis );
- // xglTranslatef(0,60000,0);
- sgSetVec3( v, 0.0, 60000.0, 0.0 );
+ // xglTranslatef(0,sun_dist);
+ sgSetVec3( v, 0.0, sun_dist, 0.0 );
sgMakeTransMat4( T2, v );
sgMat4 TRANSFORM;
state->disable( GL_TEXTURE_2D );
state->enable( GL_COLOR_MATERIAL );
state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
+ state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
state->enable( GL_BLEND );
state->disable( GL_ALPHA_TEST );