// Scenery management routines /* static void fgSceneryInit_OLD() { */ /* make scenery */ /* scenery = fgSceneryCompile_OLD(); runway = fgRunwayHack_OLD(0.69, 53.07); } */ /* create the scenery */ /* GLint fgSceneryCompile_OLD() { GLint scenery; scenery = mesh2GL(mesh_ptr_OLD); return(scenery); } */ /* hack in a runway */ /* GLint fgRunwayHack_OLD(double width, double length) { static GLfloat concrete[4] = { 0.5, 0.5, 0.5, 1.0 }; static GLfloat line[4] = { 0.9, 0.9, 0.9, 1.0 }; int i; int num_lines = 16; float line_len, line_width_2, cur_pos; runway = xglGenLists(1); xglNewList(runway, GL_COMPILE); */ /* draw concrete */ /* xglBegin(GL_POLYGON); xglMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, concrete ); xglNormal3f(0.0, 0.0, 1.0); xglVertex3d( 0.0, -width/2.0, 0.0); xglVertex3d( 0.0, width/2.0, 0.0); xglVertex3d(length, width/2.0, 0.0); xglVertex3d(length, -width/2.0, 0.0); xglEnd(); */ /* draw center line */ /* xglMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, line ); line_len = length / ( 2 * num_lines + 1); printf("line_len = %.3f\n", line_len); line_width_2 = 0.02; cur_pos = line_len; for ( i = 0; i < num_lines; i++ ) { xglBegin(GL_POLYGON); xglVertex3d( cur_pos, -line_width_2, 0.005); xglVertex3d( cur_pos, line_width_2, 0.005); cur_pos += line_len; xglVertex3d( cur_pos, line_width_2, 0.005); xglVertex3d( cur_pos, -line_width_2, 0.005); cur_pos += line_len; xglEnd(); } xglEndList(); return(runway); } */ /* draw the scenery */ /*static void fgSceneryDraw_OLD() { static float z = 32.35; xglPushMatrix(); xglCallList(scenery); printf("*** Drawing runway at %.2f\n", z); xglTranslatef( -398391.28, 120070.41, 32.35); xglRotatef(170.0, 0.0, 0.0, 1.0); xglCallList(runway); xglPopMatrix(); } */