moonPos.Declination);
#endif
+ xMoon = 60000.0 * cos(moonPos.RightAscension) * cos(moonPos.Declination);
+ yMoon = 60000.0 * sin(moonPos.RightAscension) * cos(moonPos.Declination);
+ zMoon = 60000.0 * sin(moonPos.Declination);
+
if ( !dl_exists ) {
dl_exists = 1;
xglMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color); */
- xMoon = 60000.0 * cos(moonPos.RightAscension) *
- cos(moonPos.Declination);
- yMoon = 60000.0 * sin(moonPos.RightAscension) *
- cos(moonPos.Declination);
- zMoon = 60000.0 * sin(moonPos.Declination);
-
glutSolidSphere(1.0, 10, 10);
xglEndList();
struct fgLIGHT *l;
GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
+ /* printf("Rendering moon\n"); */
+
l = &cur_light_params;
xglMaterialfv(GL_FRONT, GL_AMBIENT, l->sky_color );
/* $Log$
-/* Revision 1.14 1997/12/30 20:47:50 curt
-/* Integrated new event manager with subsystem initializations.
+/* Revision 1.15 1998/01/05 18:44:35 curt
+/* Add an option to advance/decrease time from keyboard.
/*
+ * Revision 1.14 1997/12/30 20:47:50 curt
+ * Integrated new event manager with subsystem initializations.
+ *
* Revision 1.13 1997/12/30 16:41:00 curt
* Added log at end of file.
*
sunPos.Declination);
#endif
+ xSun = 60000.0 * cos(sunPos.RightAscension) * cos(sunPos.Declination);
+ ySun = 60000.0 * sin(sunPos.RightAscension) * cos(sunPos.Declination);
+ zSun = 60000.0 * sin(sunPos.Declination);
+
if ( !dl_exists ) {
dl_exists = 1;
sun_obj = xglGenLists(1);
xglNewList(sun_obj, GL_COMPILE );
- xSun = 60000.0 * cos(sunPos.RightAscension) * cos(sunPos.Declination);
- ySun = 60000.0 * sin(sunPos.RightAscension) * cos(sunPos.Declination);
- zSun = 60000.0 * sin(sunPos.Declination);
-
glutSolidSphere(1.0, 10, 10);
xglEndList();
/* $Log$
-/* Revision 1.11 1997/12/30 23:09:40 curt
-/* Worked on winding problem without luck, so back to calling glFrontFace()
-/* 3 times for each scenery area.
+/* Revision 1.12 1998/01/05 18:44:36 curt
+/* Add an option to advance/decrease time from keyboard.
/*
+ * Revision 1.11 1997/12/30 23:09:40 curt
+ * Worked on winding problem without luck, so back to calling glFrontFace()
+ * 3 times for each scenery area.
+ *
* Revision 1.10 1997/12/30 20:47:54 curt
* Integrated new event manager with subsystem initializations.
*