- static float ambient[] =
- {0.1, 0.1, 0.1, 1.0};
- static float diffuse[] =
- {1.0, 1.0, 1.0, 1.0};
- static float position[] =
- {0.0, 1.0, 0.0, 0.0};
- static float mat_shininess[] =
- {90.0};
- static float mat_specular[] =
- {0.8, 0.8, 0.8, 1.0};
- static float mat_diffuse[] =
- {0.46, 0.66, 0.795, 1.0};
- static float mat_ambient[] =
- {0.0, 0.1, 0.2, 1.0};
- static float lmodel_ambient[] =
- {0.4, 0.4, 0.4, 1.0};
- static float lmodel_localviewer[] =
- {0.0};
-#if 0
- GLfloat map1[4] =
- {0.0, 0.0, 0.0, 0.0};
- GLfloat map2[4] =
- {0.0, 0.0, 0.0, 0.0};
-#endif
-
- glFrontFace(GL_CW);
-
- glDepthFunc(GL_LEQUAL);
- glEnable(GL_DEPTH_TEST);
-
- glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
- glLightfv(GL_LIGHT0, GL_POSITION, position);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
- glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, lmodel_localviewer);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
-
- InitFishs(ap);
-
- glClearColor(0.0, 0.5, 0.9, 0.0);
+ static float ambient[] =
+ {0.1, 0.1, 0.1, 1.0};
+ static float diffuse[] =
+ {1.0, 1.0, 1.0, 1.0};
+ static float position[] =
+ {0.0, 1.0, 0.0, 0.0};
+ static float mat_shininess[] =
+ {90.0};
+ static float mat_specular[] =
+ {0.8, 0.8, 0.8, 1.0};
+ static float mat_diffuse[] =
+ {0.46, 0.66, 0.795, 1.0};
+ static float mat_ambient[] =
+ {0.0, 0.1, 0.2, 1.0};
+ static float lmodel_ambient[] =
+ {0.4, 0.4, 0.4, 1.0};
+ static float lmodel_localviewer[] =
+ {0.0};
+ float fblue = 0.0, fgreen;
+
+ glFrontFace(GL_CW);
+
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_DEPTH_TEST);
+
+ glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
+ glLightfv(GL_LIGHT0, GL_POSITION, position);
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+ glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, lmodel_localviewer);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
+
+ InitFishs(ap);
+
+ /* Add a little randomness */
+ fblue = ((float) (NRAND(50)) / 100.0) + 0.50;
+ fgreen = fblue * 0.56;
+ glClearColor(0.0, fgreen, fblue, 0.0);