Use default OpenGL material colors
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@@ -133,14 +133,14 @@ SGMaterial::read_properties( const string &fg_root, const SGPropertyNode * props
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ambient[2] = props->getDoubleValue("ambient/b", 0.2);
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ambient[3] = props->getDoubleValue("ambient/a", 1.0);
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diffuse[0] = props->getDoubleValue("diffuse/r", 1.0);
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diffuse[1] = props->getDoubleValue("diffuse/g", 1.0);
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diffuse[2] = props->getDoubleValue("diffuse/b", 1.0);
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diffuse[0] = props->getDoubleValue("diffuse/r", 0.8);
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diffuse[1] = props->getDoubleValue("diffuse/g", 0.8);
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diffuse[2] = props->getDoubleValue("diffuse/b", 0.8);
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diffuse[3] = props->getDoubleValue("diffuse/a", 1.0);
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specular[0] = props->getDoubleValue("specular/r", 0.5);
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specular[1] = props->getDoubleValue("specular/g", 0.5);
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specular[2] = props->getDoubleValue("specular/b", 0.5);
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specular[0] = props->getDoubleValue("specular/r", 0.0);
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specular[1] = props->getDoubleValue("specular/g", 0.0);
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specular[2] = props->getDoubleValue("specular/b", 0.0);
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specular[3] = props->getDoubleValue("specular/a", 1.0);
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emission[0] = props->getDoubleValue("emissive/r", 0.0);
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@@ -178,8 +178,8 @@ SGMaterial::init ()
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shininess = 1.0;
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for (int i = 0; i < 4; i++) {
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ambient[i] = (i < 3) ? 0.2 : 1.0;
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specular[i] = (i < 3) ? 0.5 : 1.0;
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diffuse[i] = 1.0;
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specular[i] = (i < 3) ? 0.0 : 1.0;
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diffuse[i] = (i < 3) ? 0.8 : 1.0;
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emission[i] = (i < 3) ? 0.0 : 1.0;
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}
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}
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