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Melchior FRANZ:

gui colors and material animation use "red", "green", "blue".
Would be nice if these light colors would use the same standard.
This commit is contained in:
ehofman 2006-01-27 13:54:35 +00:00
parent cabf53537a
commit 0f448cb4ca
2 changed files with 27 additions and 27 deletions

View file

@ -239,12 +239,12 @@ propeller:
LIGHT LIGHT
================================================================================ ================================================================================
/sim/time/sun-angle-rad /sim/time/sun-angle-rad
/rendering/scene/ambient-r /rendering/scene/ambient/red
/rendering/scene/ambient-g /rendering/scene/ambient/ggreen
/rendering/scene/ambient-b /rendering/scene/ambient/blue
/rendering/scene/diffuse-r /rendering/scene/diffuse/red
/rendering/scene/diffuse-g /rendering/scene/diffuse/green
/rendering/scene/diffuse-b /rendering/scene/diffuse/blue
/rendering/scene/specular-r /rendering/scene/specular/red
/rendering/scene/specular-g /rendering/scene/specular/green
/rendering/scene/specular-b /rendering/scene/specular/blue

View file

@ -132,29 +132,29 @@ void FGLight::reinit () {
void FGLight::bind () { void FGLight::bind () {
SGPropertyNode *prop = globals->get_props(); SGPropertyNode *prop = globals->get_props();
prop->tie("/sim/time/sun-angle-rad",SGRawValuePointer<double>(&_sun_angle)); prop->tie("/sim/time/sun-angle-rad",SGRawValuePointer<double>(&_sun_angle));
prop->tie("/rendering/scene/ambient-r",SGRawValuePointer<float>(&_scene_ambient[0])); prop->tie("/rendering/scene/ambient/red",SGRawValuePointer<float>(&_scene_ambient[0]));
prop->tie("/rendering/scene/ambient-g",SGRawValuePointer<float>(&_scene_ambient[1])); prop->tie("/rendering/scene/ambient/green",SGRawValuePointer<float>(&_scene_ambient[1]));
prop->tie("/rendering/scene/ambient-b",SGRawValuePointer<float>(&_scene_ambient[2])); prop->tie("/rendering/scene/ambient/blue",SGRawValuePointer<float>(&_scene_ambient[2]));
prop->tie("/rendering/scene/diffuse-r",SGRawValuePointer<float>(&_scene_diffuse[0])); prop->tie("/rendering/scene/diffuse/red",SGRawValuePointer<float>(&_scene_diffuse[0]));
prop->tie("/rendering/scene/diffuse-g",SGRawValuePointer<float>(&_scene_diffuse[1])); prop->tie("/rendering/scene/diffuse/green",SGRawValuePointer<float>(&_scene_diffuse[1]));
prop->tie("/rendering/scene/diffuse-b",SGRawValuePointer<float>(&_scene_diffuse[2])); prop->tie("/rendering/scene/diffuse/blue",SGRawValuePointer<float>(&_scene_diffuse[2]));
prop->tie("/rendering/scene/specular-r",SGRawValuePointer<float>(&_scene_specular[0])); prop->tie("/rendering/scene/specular/red",SGRawValuePointer<float>(&_scene_specular[0]));
prop->tie("/rendering/scene/specular-g",SGRawValuePointer<float>(&_scene_specular[1])); prop->tie("/rendering/scene/specular/green",SGRawValuePointer<float>(&_scene_specular[1]));
prop->tie("/rendering/scene/specular-b",SGRawValuePointer<float>(&_scene_specular[2])); prop->tie("/rendering/scene/specular/blue",SGRawValuePointer<float>(&_scene_specular[2]));
} }
void FGLight::unbind () { void FGLight::unbind () {
SGPropertyNode *prop = globals->get_props(); SGPropertyNode *prop = globals->get_props();
prop->untie("/sim/time/sun-angle-rad"); prop->untie("/sim/time/sun-angle-rad");
prop->untie("/rendering/scene/ambient-r"); prop->untie("/rendering/scene/ambient/red");
prop->untie("/rendering/scene/ambient-g"); prop->untie("/rendering/scene/ambient/green");
prop->untie("/rendering/scene/ambient-b"); prop->untie("/rendering/scene/ambient/blue");
prop->untie("/rendering/scene/diffuse-r"); prop->untie("/rendering/scene/diffuse/red");
prop->untie("/rendering/scene/diffuse-g"); prop->untie("/rendering/scene/diffuse/green");
prop->untie("/rendering/scene/diffuse-b"); prop->untie("/rendering/scene/diffuse/blue");
prop->untie("/rendering/scene/specular-r"); prop->untie("/rendering/scene/specular/red");
prop->untie("/rendering/scene/specular-g"); prop->untie("/rendering/scene/specular/green");
prop->untie("/rendering/scene/specular-b"); prop->untie("/rendering/scene/specular/blue");
} }