// Rotate to proper orientation
// printf(" lon = %.2f lat = %.2f\n",
- // FG_Longitude * SGD_RADIANS_TO_DEGREES,
- // FG_Latitude * SGD_RADIANS_TO_DEGREES);
- // xglRotatef( f->get_Longitude() * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
+ // lon * SGD_RADIANS_TO_DEGREES,
+ // lat * SGD_RADIANS_TO_DEGREES);
+ // xglRotatef( lon * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
sgSetVec3( axis, 0.0, 0.0, 1.0 );
sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
// Rotate to proper orientation
// printf(" lon = %.2f lat = %.2f\n",
- // FG_Longitude * SGD_RADIANS_TO_DEGREES,
- // FG_Latitude * SGD_RADIANS_TO_DEGREES);
- // xglRotatef( f->get_Longitude() * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
+ // lon * SGD_RADIANS_TO_DEGREES,
+ // lat * SGD_RADIANS_TO_DEGREES);
+ // xglRotatef( lon * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
sgSetVec3( axis, 0.0, 0.0, 1.0 );
sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );