Melchior FRANZ:
gui colors and material animation use "red", "green", "blue". Would be nice if these light colors would use the same standard.
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2 changed files with 27 additions and 27 deletions
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@ -239,12 +239,12 @@ propeller:
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LIGHT
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================================================================================
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/sim/time/sun-angle-rad
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/rendering/scene/ambient-r
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/rendering/scene/ambient-g
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/rendering/scene/ambient-b
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/rendering/scene/diffuse-r
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/rendering/scene/diffuse-g
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/rendering/scene/diffuse-b
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/rendering/scene/specular-r
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/rendering/scene/specular-g
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/rendering/scene/specular-b
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/rendering/scene/ambient/red
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/rendering/scene/ambient/ggreen
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/rendering/scene/ambient/blue
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/rendering/scene/diffuse/red
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/rendering/scene/diffuse/green
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/rendering/scene/diffuse/blue
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/rendering/scene/specular/red
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/rendering/scene/specular/green
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/rendering/scene/specular/blue
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@ -132,29 +132,29 @@ void FGLight::reinit () {
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void FGLight::bind () {
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SGPropertyNode *prop = globals->get_props();
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prop->tie("/sim/time/sun-angle-rad",SGRawValuePointer<double>(&_sun_angle));
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prop->tie("/rendering/scene/ambient-r",SGRawValuePointer<float>(&_scene_ambient[0]));
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prop->tie("/rendering/scene/ambient-g",SGRawValuePointer<float>(&_scene_ambient[1]));
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prop->tie("/rendering/scene/ambient-b",SGRawValuePointer<float>(&_scene_ambient[2]));
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prop->tie("/rendering/scene/diffuse-r",SGRawValuePointer<float>(&_scene_diffuse[0]));
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prop->tie("/rendering/scene/diffuse-g",SGRawValuePointer<float>(&_scene_diffuse[1]));
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prop->tie("/rendering/scene/diffuse-b",SGRawValuePointer<float>(&_scene_diffuse[2]));
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prop->tie("/rendering/scene/specular-r",SGRawValuePointer<float>(&_scene_specular[0]));
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prop->tie("/rendering/scene/specular-g",SGRawValuePointer<float>(&_scene_specular[1]));
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prop->tie("/rendering/scene/specular-b",SGRawValuePointer<float>(&_scene_specular[2]));
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prop->tie("/rendering/scene/ambient/red",SGRawValuePointer<float>(&_scene_ambient[0]));
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prop->tie("/rendering/scene/ambient/green",SGRawValuePointer<float>(&_scene_ambient[1]));
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prop->tie("/rendering/scene/ambient/blue",SGRawValuePointer<float>(&_scene_ambient[2]));
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prop->tie("/rendering/scene/diffuse/red",SGRawValuePointer<float>(&_scene_diffuse[0]));
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prop->tie("/rendering/scene/diffuse/green",SGRawValuePointer<float>(&_scene_diffuse[1]));
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prop->tie("/rendering/scene/diffuse/blue",SGRawValuePointer<float>(&_scene_diffuse[2]));
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prop->tie("/rendering/scene/specular/red",SGRawValuePointer<float>(&_scene_specular[0]));
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prop->tie("/rendering/scene/specular/green",SGRawValuePointer<float>(&_scene_specular[1]));
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prop->tie("/rendering/scene/specular/blue",SGRawValuePointer<float>(&_scene_specular[2]));
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}
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void FGLight::unbind () {
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SGPropertyNode *prop = globals->get_props();
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prop->untie("/sim/time/sun-angle-rad");
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prop->untie("/rendering/scene/ambient-r");
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prop->untie("/rendering/scene/ambient-g");
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prop->untie("/rendering/scene/ambient-b");
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prop->untie("/rendering/scene/diffuse-r");
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prop->untie("/rendering/scene/diffuse-g");
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prop->untie("/rendering/scene/diffuse-b");
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prop->untie("/rendering/scene/specular-r");
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prop->untie("/rendering/scene/specular-g");
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prop->untie("/rendering/scene/specular-b");
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prop->untie("/rendering/scene/ambient/red");
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prop->untie("/rendering/scene/ambient/green");
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prop->untie("/rendering/scene/ambient/blue");
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prop->untie("/rendering/scene/diffuse/red");
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prop->untie("/rendering/scene/diffuse/green");
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prop->untie("/rendering/scene/diffuse/blue");
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prop->untie("/rendering/scene/specular/red");
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prop->untie("/rendering/scene/specular/green");
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prop->untie("/rendering/scene/specular/blue");
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}
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