/* Disable fog effects */
glDisable( GL_FOG );
+ /* set the sun position */
+ /* glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec_inv );*/
+
glPushMatrix();
/* Translate to view position */
/* $Log$
-/* Revision 1.4 1997/12/11 04:43:56 curt
-/* Fixed sun vector and lighting problems. I thing the moon is now lit
-/* correctly.
+/* Revision 1.5 1997/12/12 19:52:54 curt
+/* Working on lightling and material properties.
/*
+ * Revision 1.4 1997/12/11 04:43:56 curt
+ * Fixed sun vector and lighting problems. I thing the moon is now lit
+ * correctly.
+ *
* Revision 1.3 1997/12/10 22:37:49 curt
* Prepended "fg" on the name of all global structures that didn't have it yet.
* i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
void fgMoonInit() {
+ struct fgLIGHT *l;
+ static GLfloat moon_color[4] = { 1.0, 1.0, 1.0, 1.0 };
// int i;
+
+ l = &cur_light_params;
+
moon = glGenLists(1);
glNewList(moon, GL_COMPILE );
+ /* glMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color); */
+
fgSolarSystemUpdate(&(pltOrbElements[1]), cur_time_params);
moonPos = fgCalculateMoon(pltOrbElements[1], pltOrbElements[0],
cur_time_params);
yMoon = 60000.0 * sin(moonPos.RightAscension) * cos(moonPos.Declination);
zMoon = 60000.0 * sin(moonPos.Declination);
- glColor3f(1.0, 1.0, 1.0);
glutSolidSphere(1.0, 10, 10);
glEndList();
/* Draw the moon */
void fgMoonRender() {
struct fgLIGHT *l;
- GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
+ GLfloat moon_color[4] = { 1.0, 1.0, 1.0, 1.0 };
l = &cur_light_params;
/* set lighting parameters */
glLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_clear );
- glLightfv(GL_LIGHT0, GL_DIFFUSE, color );
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, moon_color );
glPushMatrix();
glTranslatef(xMoon, yMoon, zMoon);