Minor fiddling with material properties *trying* to chase down a visual bug
where the scene get's brighter or dimmer depending on whether or not the sun or moon is in the field of view.
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@ -108,6 +108,8 @@ ssgBranch * SGSkyDome::build( ) {
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dome_state->disable( GL_TEXTURE_2D );
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dome_state->enable( GL_COLOR_MATERIAL );
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dome_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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dome_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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dome_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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dome_state->disable( GL_BLEND );
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dome_state->disable( GL_ALPHA_TEST );
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@ -57,6 +57,14 @@ static int sgMoonOrbPostDraw( ssgEntity *e ) {
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glEnable( GL_FOG );
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glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
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/* test
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glDisable( GL_LIGHTING );
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glDisable( GL_CULL_FACE );
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glEnable( GL_COLOR_MATERIAL );
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glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
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glEnable( GL_CULL_FACE );
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glEnable( GL_LIGHTING ); */
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return true;
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}
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@ -104,8 +112,9 @@ ssgBranch * SGMoon::build( FGPath path, double moon_size ) {
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orb_state->enable( GL_TEXTURE_2D );
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orb_state->enable( GL_COLOR_MATERIAL );
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orb_state->setColourMaterial( GL_DIFFUSE );
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orb_state->setMaterial( GL_AMBIENT, 0.0, 0.0, 0.0, 1.0 );
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orb_state->setMaterial( GL_SPECULAR, 0.0, 0.0, 0.0, 1.0 );
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orb_state->setMaterial( GL_AMBIENT, 0, 0, 0, 1.0 );
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orb_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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orb_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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orb_state->enable( GL_BLEND );
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orb_state->enable( GL_ALPHA_TEST );
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orb_state->setAlphaClamp( 0.01 );
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@ -139,8 +148,8 @@ ssgBranch * SGMoon::build( FGPath path, double moon_size ) {
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halo_state->disable( GL_COLOR_MATERIAL );
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halo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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halo_state->setMaterial ( GL_AMBIENT_AND_DIFFUSE, 1, 1, 1, 1 ) ;
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halo_state -> setMaterial ( GL_EMISSION, 0, 0, 0, 1 ) ;
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halo_state -> setMaterial ( GL_SPECULAR, 0, 0, 0, 1 ) ;
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halo_state->setMaterial ( GL_EMISSION, 0, 0, 0, 1 ) ;
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halo_state->setMaterial ( GL_SPECULAR, 0, 0, 0, 1 ) ;
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// halo_state -> setShininess ( 0 ) ;
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halo_state->enable( GL_ALPHA_TEST );
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halo_state->setAlphaClamp(0.01);
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@ -253,8 +262,8 @@ bool SGMoon::reposition( sgVec3 p, double angle,
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sgSetVec3( axis, 1.0, 0.0, 0.0 );
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sgMakeRotMat4( DEC, declination * RAD_TO_DEG, axis );
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// xglTranslatef(0,60000,0);
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sgSetVec3( v, 0.0, 60000.0, 0.0 );
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// xglTranslatef(0,moon_dist);
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sgSetVec3( v, 0.0, moon_dist, 0.0 );
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sgMakeTransMat4( T2, v );
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sgMat4 TRANSFORM;
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@ -271,3 +280,4 @@ bool SGMoon::reposition( sgVec3 p, double angle,
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return true;
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}
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@ -204,10 +204,13 @@ ssgBranch * SGSun::build( FGPath path, double sun_size ) {
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orb_state = new ssgSimpleState();
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orb_state->setShadeModel( GL_SMOOTH );
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orb_state->disable( GL_LIGHTING );
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// orb_state->enable( GL_LIGHTING );
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orb_state->disable( GL_CULL_FACE );
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orb_state->disable( GL_TEXTURE_2D );
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orb_state->enable( GL_COLOR_MATERIAL );
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orb_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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orb_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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orb_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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orb_state->disable( GL_BLEND );
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orb_state->disable( GL_ALPHA_TEST );
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@ -233,10 +236,13 @@ ssgBranch * SGSun::build( FGPath path, double sun_size ) {
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halo_state->setTexture( (char *)path.c_str() );
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halo_state->enable( GL_TEXTURE_2D );
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halo_state->disable( GL_LIGHTING );
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// halo_state->enable( GL_LIGHTING );
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halo_state->setShadeModel( GL_SMOOTH );
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halo_state->disable( GL_CULL_FACE );
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halo_state->enable( GL_COLOR_MATERIAL );
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halo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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halo_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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halo_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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halo_state->enable( GL_ALPHA_TEST );
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halo_state->setAlphaClamp(0.01);
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halo_state->enable ( GL_BLEND ) ;
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@ -273,9 +279,9 @@ ssgBranch * SGSun::build( FGPath path, double sun_size ) {
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// into the provide scene graph branch
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sun_transform = new ssgTransform;
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sun_transform->addKid( halo );
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halo->setCallback( SSG_CALLBACK_PREDRAW, sgSunHaloPreDraw );
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halo->setCallback( SSG_CALLBACK_POSTDRAW, sgSunHaloPostDraw );
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sun_transform->addKid( halo );
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sun_transform->addKid( orb );
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return sun_transform;
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@ -347,8 +353,8 @@ bool SGSun::reposition( sgVec3 p, double angle,
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sgSetVec3( axis, 1.0, 0.0, 0.0 );
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sgMakeRotMat4( DEC, declination * RAD_TO_DEG, axis );
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// xglTranslatef(0,60000,0);
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sgSetVec3( v, 0.0, 60000.0, 0.0 );
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// xglTranslatef(0,sun_dist);
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sgSetVec3( v, 0.0, sun_dist, 0.0 );
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sgMakeTransMat4( T2, v );
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sgMat4 TRANSFORM;
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@ -88,6 +88,8 @@ ssgBranch * SGStars::build( int num, sgdVec3 *star_data, double star_dist ) {
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state->disable( GL_TEXTURE_2D );
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state->enable( GL_COLOR_MATERIAL );
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state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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state->enable( GL_BLEND );
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state->disable( GL_ALPHA_TEST );
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