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authorOliver Schinagl <oliver@schinagl.nl>2007-12-19 22:04:46 (GMT)
committerOliver Schinagl <oliver@schinagl.nl>2007-12-19 22:04:46 (GMT)
commit439ce6999dde25e7b1bd4655c9e2ccff4954f887 (patch)
tree04fe652185ba98ce050bfb4d3bf8cd6d8b405f3f /Smoke/fluids.c
parent5f1fc7b0711f51dd05077303f854c658ccd9dcba (diff)
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moved opengl init to renderer
Diffstat (limited to 'Smoke/fluids.c')
-rw-r--r--Smoke/fluids.c18
1 files changed, 0 insertions, 18 deletions
diff --git a/Smoke/fluids.c b/Smoke/fluids.c
index 3b3f8fe..fb7d65d 100644
--- a/Smoke/fluids.c
+++ b/Smoke/fluids.c
@@ -60,8 +60,6 @@ float z_rot = 0.0f;
// for compatibility with the FFTW numerical library.
void init_simulation(int n)
{
- float LightAmbient[] = { 0.25f, 0.25f, 0.25f, 1.0f }; // Ambient light values
- float LightPosition[] = { 0.0f, 0.0f, -700.0f, 1.0f }; // Position of the light source
int i; size_t dim;
dim = n * 2*(n/2+1)*sizeof(fftw_real); //Allocate data structures
@@ -87,22 +85,6 @@ void init_simulation(int n)
for (i = 0; i < n * n; i++) //Initialize data structures to 0
{ vx[i] = vy[i] = vx0[i] = vy0[i] = fx[i] = fy[i] = rho[i] = rho0[i] = height_array[i] = 0.0f; }
-
- glShadeModel(GL_SMOOTH); // Enable smooth shading
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black background
- glClearDepth(1.0f); // Depth buffer setup
- glDepthFunc(GL_LESS); // The type of depth testing to do
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations
- glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); // Really nice point smoothing
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- glEnable(GL_DEPTH_TEST);
- //glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_COLOR_MATERIAL);
-
- glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
- glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
}
int rescale_to_winwidth(float value)