glb_config.bg_colour[1],
glb_config.bg_colour[2],
glb_config.bg_colour[3]);
-#if 0
+
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, glb_config.bubble_colour);
-#else
- {
- /*
- * E. Lassauge - 98/06/29
- * Yeahh, cool ! Now that I know how to have random colors I
- * patch this pretty beautiful mode too !!
- */
- GLfloat fred, fgreen, fblue;
- GLfloat params[4];
-
- fred = ((float) (NRAND(100)) / 100.0);
- fgreen = ((float) (NRAND(100)) / 100.0);
- /* I keep more blue */
- fblue = ((float) (NRAND(50)) / 100.0) + 0.50;
-
- params[0] = fred;
- params[1] = fgreen;
- params[2] = fblue;
- /* For the moment don't play with ALPHA channel */
- params[3] = glb_config.bubble_colour[3];
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, params);
- }
-#endif
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_emission);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
-#if GLB_USE_BLENDING
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-#endif
+ if (glb_config.transparent_p)
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHT2);
-#if GLB_USE_BLENDING
- glEnable(GL_BLEND);
-#else
- glEnable(GL_DEPTH_TEST);
-#endif
+
+ if (glb_config.transparent_p)
+ glEnable(GL_BLEND);
+ else
+ glEnable(GL_DEPTH_TEST);
+
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
-#if GLB_USE_BLENDING
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
-#endif
+ if (glb_config.transparent_p)
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_POSITION, light_position[0]);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse[0]);