glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
- glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
+ // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); // done later with ssg
sgVec3 sunpos;
sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
fgReshape( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
- // set the sun position
- glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
+ // set the sun position (done later with ssg calls)
+ // glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
clear_mask = GL_DEPTH_BUFFER_BIT;
if ( fgGetBool("/sim/rendering/wireframe") ) {