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#ifdef out experimental lighting for now until someone has time to investigate

the "right" way to test for and use extensions.

Hopefully this will clear up compile problems a lot of people have been
haveing.
This commit is contained in:
curt 2003-01-06 02:50:29 +00:00
parent be703a92b4
commit e160b3b312

View file

@ -736,24 +736,23 @@ void fgRenderFrame() {
glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
ssgSetNearFar( scene_nearplane, scene_farplane );
if (fgGetBool("/sim/rendering/experimental-lighting")) {
#ifdef FG_EXPERIMENTAL_POINT_LIGHTING
// Enable states for drawing points with GL_extension
glEnable(GL_POINT_SMOOTH);
// Enable states for drawing points with GL_extension
glEnable(GL_POINT_SMOOTH);
if ( fgGetBool("/sim/rendering/distance-attenuation")
&& glutExtensionSupported("GL_EXT_point_parameters") )
{
float quadratic[3] = {1.0, 0.001, 0.0000001};
// makes the points fade as they move away
glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
}
glPointSize(4.0);
// blending function for runway lights
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
if ( fgGetBool("/sim/rendering/distance-attenuation")
&& glutExtensionSupported("GL_EXT_point_parameters") )
{
float quadratic[3] = {1.0, 0.001, 0.0000001};
// makes the points fade as they move away
glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
}
glPointSize(4.0);
// blending function for runway lights
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
#endif
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
@ -786,18 +785,18 @@ void fgRenderFrame() {
//_frame_count++;
if (fgGetBool("/sim/rendering/experimental-lighting")) {
if ( fgGetBool("/sim/rendering/distance-attenuation")
&& glutExtensionSupported("GL_EXT_point_parameters") )
{
glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
default_attenuation);
}
glPointSize(1.0);
glDisable(GL_POINT_SMOOTH);
#ifdef FG_EXPERIMENTAL_POINT_LIGHTING
if ( fgGetBool("/sim/rendering/distance-attenuation")
&& glutExtensionSupported("GL_EXT_point_parameters") )
{
glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
default_attenuation);
}
glPointSize(1.0);
glDisable(GL_POINT_SMOOTH);
#endif
// draw ground lighting
glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );