Small tweaks to point lighting configuration to better control the appearance
of approach rabbits.
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0cec9290db
commit
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1 changed files with 10 additions and 6 deletions
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@ -37,14 +37,15 @@
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#include <simgear/screen/extensions.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#include <simgear/scene/model/animation.hxx>
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#include <simgear/scene/model/model.hxx>
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#include <simgear/scene/model/modellib.hxx>
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#include <simgear/scene/model/placement.hxx>
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#include <simgear/scene/tgdb/pt_lights.hxx>
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#include <simgear/props/props.hxx>
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#include <simgear/timing/sg_time.hxx>
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#include <simgear/scene/model/animation.hxx>
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#include <simgear/ephemeris/ephemeris.hxx>
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#include <simgear/scene/model/placement.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/scene/model/modellib.hxx>
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#include <simgear/scene/model/model.hxx>
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#ifdef FG_JPEG_SERVER
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#include <simgear/screen/jpgfactory.hxx>
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#endif
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@ -235,7 +236,10 @@ FGRenderer::update( bool refresh_camera_settings ) {
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bool skyblend = fgGetBool("/sim/rendering/skyblend");
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bool use_point_sprites = fgGetBool("/sim/rendering/point-sprites");
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bool enhanced_lighting = fgGetBool("/sim/rendering/enhanced-lighting");
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bool distance_attenuation = fgGetBool("/sim/rendering/distance-attenuation");
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bool distance_attenuation
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= fgGetBool("/sim/rendering/distance-attenuation");
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sgConfigureDirectionalLights( use_point_sprites, enhanced_lighting,
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distance_attenuation );
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bool volumetric_clouds = sgEnviro.get_clouds_enable_state();
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#ifdef FG_ENABLE_MULTIPASS_CLOUDS
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bool multi_pass_clouds = fgGetBool("/sim/rendering/multi-pass-clouds") &&
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@ -603,7 +607,7 @@ FGRenderer::update( bool refresh_camera_settings ) {
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float quadratic[3] = {1.0, 0.001, 0.0000001};
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// makes the points fade as they move away
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glPointParameterfvPtr(GL_DISTANCE_ATTENUATION_EXT, quadratic);
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glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
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// glPointParameterfPtr(GL_POINT_SIZE_MIN_EXT, 1.0);
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}
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glPointSize(4.0);
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