path.append( "halo.rgba" );
halo_state = new ssgSimpleState();
halo_state->setTexture( (char *)path.c_str() );
- // halo_state->setTexture( sun_texid );
halo_state->enable( GL_TEXTURE_2D );
halo_state->disable( GL_LIGHTING );
halo_state->setShadeModel( GL_SMOOTH );
# include <config.h>
#endif
+#include <simgear/compiler.h>
+
+#include STL_IOSTREAM
+
#include <plib/ssg.h>
#include <simgear/constants.h>
sgVec2 vec2;
sgVec3 vec3;
- // handle cl whether it is preinitialized or not
- if ( cl == NULL ) {
- // create a new array if needed
- cl = new ssgColourArray( 1 );
- }
-
- sgVec4 color;
- sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
-
- if ( cl->getNum() > 1 ) {
- cl->removeAll();
- cl->add( color );
- } else if ( cl->getNum() == 0 ) {
- cl->add( color );
- } else {
- // accept value as given to us in
- }
-
drho = FG_PI / (float) stacks;
dtheta = 2.0 * FG_PI / (float) slices;
ssgLeaf *slice =
new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
+
+ if ( vl->getNum() != nl->getNum() ) {
+ cout << "bad sphere1\n";
+ exit(-1);
+ }
+ if ( vl->getNum() != tl->getNum() ) {
+ cout << "bad sphere2\n";
+ exit(-1);
+ }
slice->setState( state );
slice->setCallback( SSG_CALLBACK_PREDRAW, predraw );
slice->setCallback( SSG_CALLBACK_POSTDRAW, postdraw );