From 5b3f11e384adbc1a6ffd4dc2ce9de5348e4e186b Mon Sep 17 00:00:00 2001 From: Dario Sassi Date: Fri, 8 Mar 2019 16:39:47 +0000 Subject: [PATCH] EgtGraphics 2.1c1 : - modifiche all'illuminazione per Zmap. --- EgtGraphics.rc | Bin 11604 -> 11604 bytes SceneBasic.cpp | 22 +++++++++++----------- 2 files changed, 11 insertions(+), 11 deletions(-) diff --git a/EgtGraphics.rc b/EgtGraphics.rc index b2a003d979cea553597dea73749154cf440d0187..73627b0e410cf358f43e468b40fdbb2a09180e6d 100644 GIT binary patch delta 127 zcmcZ-btP)UH#Syd1|0^&%?J7RGfm>rnVhGn!ko-tIQgKo?&d#|K8%~&xXqa1YP6Z* Xk}^UKEZD^VNH!tFahS=c?8XHE#I7a1 delta 127 zcmcZ-btP)UH#Sxy1|0_D%?J7RGfm>rnVhGn!kollJo%us?&d#|K8%~&xXqa1YP6Z* Xk}^UKEZD^VNH!tFahS=c?8XHE#*`(+ diff --git a/SceneBasic.cpp b/SceneBasic.cpp index 1843fbd..b03c100 100644 --- a/SceneBasic.cpp +++ b/SceneBasic.cpp @@ -749,18 +749,18 @@ Scene::MyDraw( bool bSwapBF) // imposto tipo shading glShadeModel( GL_SMOOTH) ; // imposto illuminazione - float LightAmbient[] = { 0.20f, 0.20f, 0.20f, 1.0f} ; - float LightStd[] = { 0.35f, 0.35f, 0.35f, 1.0f} ; - float Light0Pos[] = { 0.8f, 0.9f, 1.2f, 0.0f} ; - float Light1Pos[] = { -0.9f, -0.7f, 0.6f, 0.0f} ; + float LightAmbient[] = { 0.40f, 0.40f, 0.40f, 1.0f} ; + float LightDiff[] = { 0.30f, 0.30f, 0.30f, 1.0f} ; + float LightSpec[] = { 0.15f, 0.15f, 0.15f, 1.0f} ; + float Light0Pos[] = { 0.4f, 0.3f, 0.5f, 0.0f} ; + float Light1Pos[] = { -0.3f, -0.5f, 0.4f, 0.0f} ; glLightfv( GL_LIGHT0, GL_AMBIENT, LightAmbient) ; - glLightfv( GL_LIGHT0, GL_DIFFUSE, LightStd) ; - glLightfv( GL_LIGHT0, GL_SPECULAR, LightStd) ; + glLightfv( GL_LIGHT0, GL_DIFFUSE, LightDiff) ; + glLightfv( GL_LIGHT0, GL_SPECULAR, LightSpec) ; glLightfv( GL_LIGHT0, GL_POSITION, Light0Pos) ; glEnable( GL_LIGHT0) ; - glLightfv( GL_LIGHT1, GL_AMBIENT, LightAmbient) ; - glLightfv( GL_LIGHT1, GL_DIFFUSE, LightStd) ; - glLightfv( GL_LIGHT1, GL_SPECULAR, LightStd) ; + glLightfv( GL_LIGHT1, GL_DIFFUSE, LightDiff) ; + glLightfv( GL_LIGHT1, GL_SPECULAR, LightSpec) ; glLightfv( GL_LIGHT1, GL_POSITION, Light1Pos) ; glEnable( GL_LIGHT1) ; // disegno le geometrie del DB @@ -768,7 +768,7 @@ Scene::MyDraw( bool bSwapBF) m_vAlphaSurf.clear() ; // prima passata per superfici completamente opache con illuminazione abilitata glEnable( GL_POLYGON_OFFSET_FILL) ; - glPolygonOffset( 0.75, 0.75) ; + glPolygonOffset( 0.5, 0.5) ; glEnable( GL_LIGHTING) ; DrawGroup( GDB_ID_ROOT, 1, MdStMkCol( GDB_MD_STD, GDB_ST_ON, GDB_MK_OFF, m_colDef)) ; glDisable( GL_POLYGON_OFFSET_FILL) ; @@ -781,7 +781,7 @@ Scene::MyDraw( bool bSwapBF) if ( m_vAlphaSurf.size() > 0) { glPolygonMode( GL_FRONT_AND_BACK, GL_FILL) ; glEnable( GL_POLYGON_OFFSET_FILL) ; - glPolygonOffset( 0.75, 0.75) ; + glPolygonOffset( 0.5, 0.5) ; glEnable( GL_LIGHTING) ; glEnable( GL_BLEND) ; glDepthMask( GL_FALSE) ;