Patch from Erik Hofman:
I changed the code such that textures terrain also takes ambient, diffuse, specular and emissive from the materials.xml file. [note from dpm: doesn't seem to work yet]
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@ -425,9 +425,24 @@ FGNewMat::build_ssg_state (bool defer_tex_load)
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texture_loaded = false;
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}
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textured->enable( GL_COLOR_MATERIAL );
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#if 0
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textured->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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textured->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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textured->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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#else
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textured->setMaterial ( GL_AMBIENT,
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ambient[0], ambient[1],
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ambient[2], ambient[3] ) ;
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textured->setMaterial ( GL_DIFFUSE,
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diffuse[0], diffuse[1],
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diffuse[2], diffuse[3] ) ;
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textured->setMaterial ( GL_SPECULAR,
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specular[0], specular[1],
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specular[2], specular[3] ) ;
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textured->setMaterial ( GL_EMISSION,
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emission[0], emission[1],
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emission[2], emission[3] ) ;
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#endif
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// Set up the coloured state
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nontextured->enable( GL_LIGHTING );
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