Fix a quadstrip front/back-face inconsistancy.
Only set front material colors to make it noticable if front/back-face determination is incorrect anywhere.
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@@ -441,8 +441,8 @@ DrawConnector(float length, float thickness,
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for (i = 0; i <= 36; i++) {
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const int j = i % 36;
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glNormal3f(normals[j][0], normals[j][1], 0);
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glVertex3f(points[j][0], points[j][1], z0);
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glVertex3f(points[j][0], points[j][1], z1);
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glVertex3f(points[j][0], points[j][1], z0);
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}
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glEnd();
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}
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@@ -741,7 +741,7 @@ DrawEngine(const Engine *eng, float crankAngle)
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glTranslatef(0, 0, -0.5 * crankLen);
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/* crankshaft */
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, CrankshaftColor);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, CrankshaftColor);
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glColor4fv(CrankshaftColor);
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DrawPositionedCrankshaft(eng, crankAngle);
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@@ -760,12 +760,12 @@ DrawEngine(const Engine *eng, float crankAngle)
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rot += k * eng->V_Angle;
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/* piston */
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, PistonColor);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, PistonColor);
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glColor4fv(PistonColor);
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DrawPositionedPiston(eng, rot);
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/* connecting rod */
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, ConnRodColor);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, ConnRodColor);
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glColor4fv(ConnRodColor);
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DrawPositionedConnectingRod(eng, rot);
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glPopMatrix();
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@@ -780,7 +780,7 @@ DrawEngine(const Engine *eng, float crankAngle)
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}
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glEnable(GL_CULL_FACE);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, BlockColor);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, BlockColor);
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glColor4fv(BlockColor);
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if (eng->CrankList)
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glCallList(eng->BlockList);
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@@ -1250,6 +1250,7 @@ Init(void)
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{
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const GLfloat lightColor[4] = { 0.7, 0.7, 0.7, 1.0 };
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const GLfloat specular[4] = { 0.8, 0.8, 0.8, 1.0 };
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const GLfloat backColor[4] = { 1, 1, 0, 0 };
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Q = gluNewQuadric();
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gluQuadricNormals(Q, GLU_SMOOTH);
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@@ -1261,10 +1262,14 @@ Init(void)
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 40);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
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glMaterialf(GL_FRONT, GL_SHININESS, 40);
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glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
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glEnable(GL_NORMALIZE);
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glMaterialfv(GL_BACK, GL_DIFFUSE, backColor);
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#if 0
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
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#endif
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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InitViewInfo(&View);
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