EgtGraphics 2.1c1 :

- modifiche all'illuminazione per Zmap.
This commit is contained in:
Dario Sassi
2019-03-08 16:39:47 +00:00
parent a61f21d6d5
commit 5b3f11e384
2 changed files with 11 additions and 11 deletions
+11 -11
View File
@@ -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) ;