glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
ssgSetNearFar( scene_nearplane, scene_farplane );
- if (fgGetBool("/sim/rendering/experimental-lighting")) {
-
- // Enable states for drawing points with GL_extension
- glEnable(GL_POINT_SMOOTH);
-
- if ( fgGetBool("/sim/rendering/distance-attenuation")
- && glutExtensionSupported("GL_EXT_point_parameters") )
- {
- float quadratic[3] = {1.0, 0.001, 0.0000001};
- // makes the points fade as they move away
- glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
- glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
- }
- glPointSize(4.0);
-
- // blending function for runway lights
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
+#ifdef FG_EXPERIMENTAL_POINT_LIGHTING
+ // Enable states for drawing points with GL_extension
+ glEnable(GL_POINT_SMOOTH);
+
+ if ( fgGetBool("/sim/rendering/distance-attenuation")
+ && glutExtensionSupported("GL_EXT_point_parameters") )
+ {
+ float quadratic[3] = {1.0, 0.001, 0.0000001};
+ // makes the points fade as they move away
+ glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
+ glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
}
+ glPointSize(4.0);
+
+ // blending function for runway lights
+ glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
+#endif
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
//_frame_count++;
- if (fgGetBool("/sim/rendering/experimental-lighting")) {
- if ( fgGetBool("/sim/rendering/distance-attenuation")
- && glutExtensionSupported("GL_EXT_point_parameters") )
- {
- glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
- default_attenuation);
- }
-
- glPointSize(1.0);
- glDisable(GL_POINT_SMOOTH);
+#ifdef FG_EXPERIMENTAL_POINT_LIGHTING
+ if ( fgGetBool("/sim/rendering/distance-attenuation")
+ && glutExtensionSupported("GL_EXT_point_parameters") )
+ {
+ glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
+ default_attenuation);
}
+ glPointSize(1.0);
+ glDisable(GL_POINT_SMOOTH);
+#endif
+
// draw ground lighting
glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );