Misc. tweaks.
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+9
-6
@@ -90,7 +90,7 @@ void fgAstroRender() {
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glDisable( GL_FOG );
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glDisable( GL_FOG );
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/* set the sun position */
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/* set the sun position */
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/* glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec_inv );*/
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glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec_inv );
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glPushMatrix();
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glPushMatrix();
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@@ -104,15 +104,15 @@ void fgAstroRender() {
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#endif
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#endif
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glRotatef( angle, 0.0, 0.0, -1.0 );
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glRotatef( angle, 0.0, 0.0, -1.0 );
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/* render the moon */
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fgMoonRender();
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/* render the stars */
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/* render the stars */
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fgStarsRender();
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fgStarsRender();
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/* render the sun */
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/* render the sun */
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fgSunRender();
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fgSunRender();
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/* render the moon */
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fgMoonRender();
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glPopMatrix();
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glPopMatrix();
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/* reenable fog effects */
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/* reenable fog effects */
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@@ -121,9 +121,12 @@ void fgAstroRender() {
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/* $Log$
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/* $Log$
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/* Revision 1.6 1997/12/12 21:41:27 curt
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/* Revision 1.7 1997/12/15 20:59:09 curt
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/* More light/material property tweaking ... still a ways off.
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/* Misc. tweaks.
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/*
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/*
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* Revision 1.6 1997/12/12 21:41:27 curt
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* More light/material property tweaking ... still a ways off.
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*
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* Revision 1.5 1997/12/12 19:52:54 curt
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* Revision 1.5 1997/12/12 19:52:54 curt
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* Working on lightling and material properties.
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* Working on lightling and material properties.
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*
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*
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+3
-2
@@ -252,7 +252,7 @@ void fgMoonInit() {
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yMoon = 60000.0 * sin(moonPos.RightAscension) * cos(moonPos.Declination);
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yMoon = 60000.0 * sin(moonPos.RightAscension) * cos(moonPos.Declination);
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zMoon = 60000.0 * sin(moonPos.Declination);
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zMoon = 60000.0 * sin(moonPos.Declination);
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glutSolidSphere(1.0, 10, 10);
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glutSolidSphere(1.0, 15, 15);
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glEndList();
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glEndList();
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}
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}
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@@ -270,7 +270,8 @@ void fgMoonRender() {
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glLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_clear );
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glLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_clear );
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glLightfv(GL_LIGHT0, GL_DIFFUSE, moon_color );
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glLightfv(GL_LIGHT0, GL_DIFFUSE, moon_color );
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glMaterialfv(GL_FRONT, GL_AMBIENT, black);
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glMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear );
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glMaterialfv(GL_FRONT, GL_AMBIENT, moon_color );
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glMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color);
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glPushMatrix();
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glPushMatrix();
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