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-rw-r--r--Smoke/renderer_gl.c19
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);