{
// Time management
fgTie("/fdm/time/delta_t", this,
- &(FGInterface::get_delta_t));
+ &FGInterface::get_delta_t);
// The following two can't be uncommented until we have support for
// the "long" data type in the property manager
// scene. Thus instead of playing with GL_AMBIENT, we just
// set that to black and instead modify GL_LIGHT_MODEL_AMBIENT.
GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
+ GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
ssgGetLight( 0 ) -> setColour( GL_AMBIENT, black );
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, l->scene_ambient );
if ( fgGetBool("/sim/rendering/skyblend") ) {
// draw the sky backdrop
+
+ // we need a white diffuse light for the phase of the moon
+ ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, white );
+
thesky->preDraw();
+
+ // return to the desired diffuse color
+ ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
}
// draw the ssg scene