glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE );
- if (fgGetBool("/sim/rendering/specular-highlight"))
+ if (fgGetBool("/sim/rendering/specular-highlight")) {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+ } else {
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
+ }
ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
// a completely dark scene. So, we set GL_LIGHT_MODEL_AMBIENT
// explicitely to black.
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, black );
- if (fgGetBool("/sim/rendering/specular-highlight"))
+ if (fgGetBool("/sim/rendering/specular-highlight")) {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,
GL_SEPARATE_SPECULAR_COLOR);
+ } else {
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,
+ GL_SINGLE_COLOR);
+ }
ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );