Add a pre/post draw call back to strobe lights so we can make them bigger
so they will stand out from everything else.
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2 changed files with 25 additions and 0 deletions
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@ -319,6 +319,8 @@ void FGSteam::_CatchUp()
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occasionally due to some dirt in the tube or on the ball.
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*/
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// cout << current_aircraft.fdm_state->get_A_Z_pilot() << endl;
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// cout << "Ay = " << current_aircraft.fdm_state->get_A_Y_pilot()
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// << " Az = " << current_aircraft.fdm_state->get_A_Z_pilot() << endl;
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d = -current_aircraft.fdm_state->get_A_Z_pilot();
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if ( d < 1 ) d = 1;
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set_lowpass ( & the_TC_rad,
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@ -29,6 +29,23 @@
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#include "pt_lights.hxx"
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// strobe pre-draw (we want a larger point size)
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static int StrobePreDraw( ssgEntity *e ) {
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glPushAttrib( GL_POINT_BIT );
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glPointSize(4.0);
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glEnable(GL_POINT_SMOOTH);
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return true;
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}
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// strobe post-draw (we want a larger point size)
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static int StrobePostDraw( ssgEntity *e ) {
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glPopAttrib();
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return true;
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}
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// Generate a directional light
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ssgLeaf *gen_directional_light( sgVec3 pt, sgVec3 dir, sgVec3 up,
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const string &material ) {
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@ -243,6 +260,9 @@ ssgTimedSelector *gen_reil_lights( const point_list &nodes,
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<< material );
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}
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leaf->setCallback( SSG_CALLBACK_PREDRAW, StrobePreDraw );
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leaf->setCallback( SSG_CALLBACK_POSTDRAW, StrobePostDraw );
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ssgTimedSelector *reil = new ssgTimedSelector;
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// need to add this twice to work around an ssg bug
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@ -326,6 +346,9 @@ ssgTimedSelector *gen_rabbit_lights( const point_list &nodes,
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<< material );
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}
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leaf->setCallback( SSG_CALLBACK_PREDRAW, StrobePreDraw );
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leaf->setCallback( SSG_CALLBACK_POSTDRAW, StrobePostDraw );
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rabbit->addKid( leaf );
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if ( first ) {
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// ssg bug where first entry in animation is ignored.
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