#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.
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1 changed files with 25 additions and 26 deletions
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@ -736,24 +736,23 @@ void fgRenderFrame() {
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glFogf (GL_FOG_DENSITY, rwy_exp2_punch_through);
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ssgSetNearFar( scene_nearplane, scene_farplane );
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if (fgGetBool("/sim/rendering/experimental-lighting")) {
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#ifdef FG_EXPERIMENTAL_POINT_LIGHTING
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// Enable states for drawing points with GL_extension
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glEnable(GL_POINT_SMOOTH);
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// Enable states for drawing points with GL_extension
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glEnable(GL_POINT_SMOOTH);
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if ( fgGetBool("/sim/rendering/distance-attenuation")
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&& glutExtensionSupported("GL_EXT_point_parameters") )
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{
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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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glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
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glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
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}
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glPointSize(4.0);
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// blending function for runway lights
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glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
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if ( fgGetBool("/sim/rendering/distance-attenuation")
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&& glutExtensionSupported("GL_EXT_point_parameters") )
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{
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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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glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, quadratic);
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glPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, 1.0);
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}
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glPointSize(4.0);
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// blending function for runway lights
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glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
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#endif
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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@ -786,18 +785,18 @@ void fgRenderFrame() {
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//_frame_count++;
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if (fgGetBool("/sim/rendering/experimental-lighting")) {
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if ( fgGetBool("/sim/rendering/distance-attenuation")
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&& glutExtensionSupported("GL_EXT_point_parameters") )
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{
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glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
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default_attenuation);
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}
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glPointSize(1.0);
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glDisable(GL_POINT_SMOOTH);
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#ifdef FG_EXPERIMENTAL_POINT_LIGHTING
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if ( fgGetBool("/sim/rendering/distance-attenuation")
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&& glutExtensionSupported("GL_EXT_point_parameters") )
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{
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glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT,
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default_attenuation);
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}
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glPointSize(1.0);
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glDisable(GL_POINT_SMOOTH);
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#endif
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// draw ground lighting
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glFogf (GL_FOG_DENSITY, ground_exp2_punch_through);
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ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
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