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author | Wilrik de Loose <wilrik@wilrik.nl> | 2008-01-08 13:06:34 (GMT) |
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committer | Wilrik de Loose <wilrik@wilrik.nl> | 2008-01-08 13:06:34 (GMT) |
commit | a570135d7b6167a56f98ee392fea8dc943168fd5 (patch) | |
tree | 0888fd273680f038c5717cda1cbb75ed8031f32f /Smoke/renderer_gl.c | |
parent | 8b709499993c0590038e440853e6a84b2ff54654 (diff) | |
download | 2iv35-a570135d7b6167a56f98ee392fea8dc943168fd5.zip 2iv35-a570135d7b6167a56f98ee392fea8dc943168fd5.tar.gz 2iv35-a570135d7b6167a56f98ee392fea8dc943168fd5.tar.bz2 |
Diffstat (limited to 'Smoke/renderer_gl.c')
-rw-r--r-- | Smoke/renderer_gl.c | 19 |
1 files changed, 11 insertions, 8 deletions
diff --git a/Smoke/renderer_gl.c b/Smoke/renderer_gl.c index d84e59c..62f513f 100644 --- a/Smoke/renderer_gl.c +++ b/Smoke/renderer_gl.c @@ -150,11 +150,11 @@ static void render_normal(void) int i, j, idx, DIM; double px, py; fftw_real wn, hn; + float normal_scale = 16.0f; DIM = fluids_get_dim(); wn = (fftw_real)winWidth / (fftw_real)(DIM + 1); // Grid cell width hn = (fftw_real)winHeight / (fftw_real)(DIM + 1); // Grid cell height - float normal_scale = 16.0f; glDisable(GL_LIGHTING); glBegin(GL_LINES); @@ -185,11 +185,11 @@ static void render_normals(void) double px, py; fftw_real wn, hn; fftw_real *height; + float normal_scale = 10.0f; DIM = fluids_get_dim(); wn = (fftw_real)winWidth / (fftw_real)(DIM + 1); // Grid cell width hn = (fftw_real)winHeight / (fftw_real)(DIM + 1); // Grid cell height - float normal_scale = 10.0f; height = heightplots_get_frame(); @@ -834,15 +834,18 @@ void renderer_init_gl(void) float LightPosition[] = { -250.0f, -250.0f, -300.0f, 1.00f }; // Position of the light source glEnable(GL_TEXTURE_2D); - 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 + glShadeModel(GL_SMOOTH); + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); + glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); + glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); + glEnable(GL_DEPTH_TEST); + glClearDepth(1.0f); + glDepthFunc(GL_LESS); + glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_COLOR_MATERIAL); |