EgtGraphics 2.1c1 :
- modifiche all'illuminazione per Zmap.
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+11
-11
@@ -749,18 +749,18 @@ Scene::MyDraw( bool bSwapBF)
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// imposto tipo shading
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glShadeModel( GL_SMOOTH) ;
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// imposto illuminazione
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float LightAmbient[] = { 0.20f, 0.20f, 0.20f, 1.0f} ;
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float LightStd[] = { 0.35f, 0.35f, 0.35f, 1.0f} ;
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float Light0Pos[] = { 0.8f, 0.9f, 1.2f, 0.0f} ;
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float Light1Pos[] = { -0.9f, -0.7f, 0.6f, 0.0f} ;
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float LightAmbient[] = { 0.40f, 0.40f, 0.40f, 1.0f} ;
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float LightDiff[] = { 0.30f, 0.30f, 0.30f, 1.0f} ;
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float LightSpec[] = { 0.15f, 0.15f, 0.15f, 1.0f} ;
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float Light0Pos[] = { 0.4f, 0.3f, 0.5f, 0.0f} ;
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float Light1Pos[] = { -0.3f, -0.5f, 0.4f, 0.0f} ;
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glLightfv( GL_LIGHT0, GL_AMBIENT, LightAmbient) ;
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glLightfv( GL_LIGHT0, GL_DIFFUSE, LightStd) ;
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glLightfv( GL_LIGHT0, GL_SPECULAR, LightStd) ;
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glLightfv( GL_LIGHT0, GL_DIFFUSE, LightDiff) ;
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glLightfv( GL_LIGHT0, GL_SPECULAR, LightSpec) ;
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glLightfv( GL_LIGHT0, GL_POSITION, Light0Pos) ;
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glEnable( GL_LIGHT0) ;
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glLightfv( GL_LIGHT1, GL_AMBIENT, LightAmbient) ;
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glLightfv( GL_LIGHT1, GL_DIFFUSE, LightStd) ;
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glLightfv( GL_LIGHT1, GL_SPECULAR, LightStd) ;
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glLightfv( GL_LIGHT1, GL_DIFFUSE, LightDiff) ;
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glLightfv( GL_LIGHT1, GL_SPECULAR, LightSpec) ;
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glLightfv( GL_LIGHT1, GL_POSITION, Light1Pos) ;
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glEnable( GL_LIGHT1) ;
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// disegno le geometrie del DB
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@@ -768,7 +768,7 @@ Scene::MyDraw( bool bSwapBF)
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m_vAlphaSurf.clear() ;
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// prima passata per superfici completamente opache con illuminazione abilitata
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glEnable( GL_POLYGON_OFFSET_FILL) ;
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glPolygonOffset( 0.75, 0.75) ;
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glPolygonOffset( 0.5, 0.5) ;
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glEnable( GL_LIGHTING) ;
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DrawGroup( GDB_ID_ROOT, 1, MdStMkCol( GDB_MD_STD, GDB_ST_ON, GDB_MK_OFF, m_colDef)) ;
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glDisable( GL_POLYGON_OFFSET_FILL) ;
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@@ -781,7 +781,7 @@ Scene::MyDraw( bool bSwapBF)
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if ( m_vAlphaSurf.size() > 0) {
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glPolygonMode( GL_FRONT_AND_BACK, GL_FILL) ;
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glEnable( GL_POLYGON_OFFSET_FILL) ;
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glPolygonOffset( 0.75, 0.75) ;
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glPolygonOffset( 0.5, 0.5) ;
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glEnable( GL_LIGHTING) ;
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glEnable( GL_BLEND) ;
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glDepthMask( GL_FALSE) ;
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