… | |
… | |
126 | |
126 | |
127 | drawn.clear (); |
127 | drawn.clear (); |
128 | |
128 | |
129 | if (mode == view::LIGHTED) |
129 | if (mode == view::LIGHTED) |
130 | { |
130 | { |
131 | cgGLDisableProfile (vsh_profile); |
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132 | cgGLDisableProfile (fsh_profile); |
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133 | glEnable (GL_DEPTH_CLAMP_NV); |
131 | glEnable (GL_DEPTH_CLAMP_NV); |
134 | glDepthFunc (GL_LEQUAL); |
132 | glDepthFunc (GL_LEQUAL); |
135 | glDisable (GL_DEPTH_TEST); |
133 | glDisable (GL_DEPTH_TEST); |
136 | glEnable (GL_COLOR_MATERIAL); |
134 | glEnable (GL_COLOR_MATERIAL); |
137 | glDisable (GL_CULL_FACE); |
135 | glDisable (GL_CULL_FACE); |
138 | #if 0 |
136 | #if 0 |
139 | cgGLDisableProfile (vsh_profile); |
137 | cgGLDisableProfile (vsh_profile); |
140 | cgGLDisableProfile (fsh_profile); |
138 | cgGLDisableProfile (fsh_profile); |
141 | #endif |
139 | #endif |
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140 | glShadeModel (GL_FLAT); |
142 | GLfloat m[4] = { 1, 0, 1, 0 }; |
141 | GLfloat m[4] = { 1, 0, 1, 0 }; |
143 | glColor3f (1, 0, 1); |
142 | glColor3f (1, 0, 1); |
144 | glNormal3f (0.7, 0.5, 0.9); |
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145 | glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, m); |
143 | //glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, m); |
146 | glLightModelfv (GL_LIGHT_MODEL_AMBIENT, m); |
144 | //glLightModelfv (GL_LIGHT_MODEL_AMBIENT, m); |
147 | |
145 | |
148 | static int count; count++; |
146 | static int count; count++; |
149 | if (farlist.size ()) |
147 | if (farlist.size ()) |
150 | printf ("%d: size %d\n", count, farlist.size ()); |
148 | printf ("%d: size %d\n", count, farlist.size ()); |
151 | |
149 | |
… | |
… | |
154 | |
152 | |
155 | farlist.clear (); |
153 | farlist.clear (); |
156 | |
154 | |
157 | glEnable (GL_DEPTH_TEST); |
155 | glEnable (GL_DEPTH_TEST); |
158 | glDisable (GL_DEPTH_CLAMP_NV); |
156 | glDisable (GL_DEPTH_CLAMP_NV); |
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157 | glShadeModel (GL_SMOOTH); |
159 | } |
158 | } |
160 | |
159 | |
161 | glColorMask (1, 1, 1, 0); |
160 | glColorMask (1, 1, 1, 0); |
162 | glDepthMask (1); |
161 | glDepthMask (1); |
163 | |
162 | |