Lot's of tweaking with sky rendering and lighting.
This commit is contained in:
+3
-10
@@ -268,24 +268,17 @@ void fgMoonInit() {
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/* Draw the moon */
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/* Draw the moon */
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void fgMoonRender() {
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void fgMoonRender() {
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struct fgLIGHT *l;
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struct fgLIGHT *l;
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GLfloat moon_color[4] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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l = &cur_light_params;
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l = &cur_light_params;
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/* set lighting parameters */
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xglMaterialfv(GL_FRONT, GL_AMBIENT, l->sky_color );
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xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_clear );
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xglMaterialfv(GL_FRONT, GL_DIFFUSE, white);
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xglLightfv(GL_LIGHT0, GL_DIFFUSE, moon_color );
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xglMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear );
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xglMaterialfv(GL_FRONT, GL_AMBIENT, moon_color );
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xglMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color);
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xglPushMatrix();
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xglPushMatrix();
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xglTranslatef(xMoon, yMoon, zMoon);
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xglTranslatef(xMoon, yMoon, zMoon);
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xglScalef(1400, 1400, 1400);
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xglScalef(1400, 1400, 1400);
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xglColor3fv(moon_color);
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/* glutSolidSphere(1.0, 25, 25); */
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xglCallList(moon);
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xglCallList(moon);
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xglPopMatrix();
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xglPopMatrix();
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+45
-21
@@ -52,34 +52,32 @@
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*/
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*/
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/* in meters of course */
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/* in meters of course */
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#define CENTER_ELEV 25000.0
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#define INNER_RADIUS 50000.0
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#define INNER_RADIUS 50000.0
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#define INNER_ELEV 20000.0
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#define INNER_ELEV 20000.0
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#define MIDDLE_RADIUS 70000.0
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#define MIDDLE_RADIUS 70000.0
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#define MIDDLE_ELEV 4000.0
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#define MIDDLE_ELEV 8000.0
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#define OUTER_RADIUS 80000.0
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#define OUTER_RADIUS 80000.0
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#define OUTER_ELEV 0.0
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#define OUTER_ELEV 0.0
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static float sky_center[12][3];
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static float sky_inner[12][3];
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static float sky_middle[12][3];
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static float sky_middle[12][3];
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static float sky_outer[12][3];
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static float sky_outer[12][3];
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/* (Re)generate the display list */
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/* Calculate the sky structure verticies */
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void fgSkyInit() {
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void fgSkyInit() {
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struct fgLIGHT *l;
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float theta;
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float theta;
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int i;
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int i;
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l = &cur_light_params;
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printf("Generating the sky dome vertices.\n");
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printf("Generating the sky dome vertices.\n");
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for ( i = 0; i < 12; i++ ) {
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for ( i = 0; i < 12; i++ ) {
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theta = (i * 30.0) * DEG_TO_RAD;
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theta = (i * 30.0) * DEG_TO_RAD;
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sky_center[i][0] = cos(theta) * INNER_RADIUS;
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sky_inner[i][0] = cos(theta) * INNER_RADIUS;
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sky_center[i][1] = sin(theta) * INNER_RADIUS;
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sky_inner[i][1] = sin(theta) * INNER_RADIUS;
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sky_center[i][2] = INNER_ELEV;
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sky_inner[i][2] = INNER_ELEV;
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printf(" %.2f %.2f\n", cos(theta) * INNER_RADIUS,
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printf(" %.2f %.2f\n", cos(theta) * INNER_RADIUS,
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sin(theta) * INNER_RADIUS);
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sin(theta) * INNER_RADIUS);
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@@ -99,14 +97,32 @@ void fgSkyInit() {
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/* Draw the Sky */
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/* Draw the Sky */
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void fgSkyRender() {
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void fgSkyRender() {
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struct fgFLIGHT *f;
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struct fgFLIGHT *f;
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struct fgLIGHT *l;
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struct fgVIEW *v;
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struct fgVIEW *v;
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float inner_color[4], middle_color[4], diff;
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int i;
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int i;
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f = ¤t_aircraft.flight;
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f = ¤t_aircraft.flight;
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l = &cur_light_params;
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v = ¤t_view;
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v = ¤t_view;
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printf("Rendering the sky.\n");
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printf("Rendering the sky.\n");
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/*
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l->fog_color[0] = 1.0;
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l->fog_color[1] = 0.0;
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l->fog_color[2] = 0.0;
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l->fog_color[3] = 1.0;
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*/
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/* calculate transition colors between sky and fog */
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for ( i = 0; i < 3; i++ ) {
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diff = l->sky_color[i] - l->fog_color[i];
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inner_color[i] = l->sky_color[i] - diff * 0.3;
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middle_color[i] = l->sky_color[i] - diff * 1.0;
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}
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inner_color[3] = middle_color[3] = l->sky_color[3];
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xglPushMatrix();
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xglPushMatrix();
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/* Translate to view position */
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/* Translate to view position */
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@@ -120,37 +136,42 @@ void fgSkyRender() {
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xglRotatef( FG_Longitude * RAD_TO_DEG, 0.0, 0.0, 1.0 );
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xglRotatef( FG_Longitude * RAD_TO_DEG, 0.0, 0.0, 1.0 );
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xglRotatef( 90.0 - FG_Latitude * RAD_TO_DEG, 0.0, 1.0, 0.0 );
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xglRotatef( 90.0 - FG_Latitude * RAD_TO_DEG, 0.0, 1.0, 0.0 );
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/* xglMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear);
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xglMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color); */
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/* Draw inner/center section of sky*/
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/* Draw inner/center section of sky*/
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xglBegin( GL_TRIANGLE_FAN );
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xglBegin( GL_TRIANGLE_FAN );
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xglColor4f(0.0, 0.0, 1.0, 1.0);
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xglColor4fv(l->sky_color);
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xglVertex3f(0.0, 0.0, INNER_ELEV);
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xglVertex3f(0.0, 0.0, CENTER_ELEV);
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xglColor4f(0.2, 0.2, 0.8, 1.0);
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xglColor4fv( inner_color );
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for ( i = 0; i < 12; i++ ) {
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for ( i = 0; i < 12; i++ ) {
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xglVertex3fv( sky_center[i] );
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xglVertex3fv( sky_inner[i] );
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}
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}
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xglVertex3fv( sky_center[0] );
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xglVertex3fv( sky_inner[0] );
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xglEnd();
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xglEnd();
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/* Draw the middle ring */
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/* Draw the middle ring */
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xglBegin( GL_TRIANGLE_STRIP );
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xglBegin( GL_TRIANGLE_STRIP );
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for ( i = 0; i < 12; i++ ) {
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for ( i = 0; i < 12; i++ ) {
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xglColor4fv( middle_color );
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xglVertex3fv( sky_middle[i] );
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xglVertex3fv( sky_middle[i] );
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xglVertex3fv( sky_center[i] );
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xglColor4fv( inner_color );
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xglVertex3fv( sky_inner[i] );
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}
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}
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xglColor4fv( middle_color );
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xglVertex3fv( sky_middle[0] );
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xglVertex3fv( sky_middle[0] );
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xglVertex3fv( sky_center[0] );
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xglColor4fv( inner_color );
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xglVertex3fv( sky_inner[0] );
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xglEnd();
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xglEnd();
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/* Draw the outer ring */
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/* Draw the outer ring */
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xglBegin( GL_TRIANGLE_STRIP );
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xglBegin( GL_TRIANGLE_STRIP );
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for ( i = 0; i < 12; i++ ) {
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for ( i = 0; i < 12; i++ ) {
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xglColor4fv( l->fog_color );
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xglVertex3fv( sky_outer[i] );
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xglVertex3fv( sky_outer[i] );
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xglColor4fv( middle_color );
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xglVertex3fv( sky_middle[i] );
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xglVertex3fv( sky_middle[i] );
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}
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}
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xglColor4fv( l->fog_color );
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xglVertex3fv( sky_outer[0] );
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xglVertex3fv( sky_outer[0] );
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xglColor4fv( middle_color );
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xglVertex3fv( sky_middle[0] );
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xglVertex3fv( sky_middle[0] );
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xglEnd();
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xglEnd();
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@@ -159,9 +180,12 @@ void fgSkyRender() {
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/* $Log$
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/* $Log$
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/* Revision 1.4 1997/12/19 16:45:02 curt
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/* Revision 1.5 1997/12/19 23:34:59 curt
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/* Working on scene rendering order and options.
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/* Lot's of tweaking with sky rendering and lighting.
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/*
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/*
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* Revision 1.4 1997/12/19 16:45:02 curt
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* Working on scene rendering order and options.
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*
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* Revision 1.3 1997/12/18 23:32:36 curt
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* Revision 1.3 1997/12/18 23:32:36 curt
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* First stab at sky dome actually starting to look reasonable. :-)
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* First stab at sky dome actually starting to look reasonable. :-)
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*
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*
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+6
-5
@@ -169,10 +169,8 @@ void fgSunRender() {
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xglTranslatef(xSun, ySun, zSun);
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xglTranslatef(xSun, ySun, zSun);
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xglScalef(1400, 1400, 1400);
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xglScalef(1400, 1400, 1400);
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xglColor3f(0.85, 0.65, 0.05);
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xglColor4f(0.85, 0.65, 0.05, 1.0);
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/* xglColor3fv( color ); */
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/* xglutSolidSphere(1.0, 25, 25); */
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xglCallList(sun_obj);
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xglCallList(sun_obj);
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xglPopMatrix();
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xglPopMatrix();
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@@ -182,9 +180,12 @@ void fgSunRender() {
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/* $Log$
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/* $Log$
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/* Revision 1.7 1997/12/17 23:12:16 curt
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/* Revision 1.8 1997/12/19 23:35:00 curt
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/* Fixed so moon and sun display lists aren't recreate periodically.
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/* Lot's of tweaking with sky rendering and lighting.
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/*
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/*
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* Revision 1.7 1997/12/17 23:12:16 curt
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* Fixed so moon and sun display lists aren't recreate periodically.
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*
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* Revision 1.6 1997/12/15 23:55:04 curt
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* Revision 1.6 1997/12/15 23:55:04 curt
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* Add xgl wrappers for debugging.
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* Add xgl wrappers for debugging.
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* Generate terrain normals on the fly.
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* Generate terrain normals on the fly.
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