/* structure for holding the planet data */
typedef struct {
GLuint platelist;
+ GLuint latlonglist;
GLuint starlist;
int screen_width, screen_height;
GLXContext *glx_context;
clear_gl_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
image->width, image->height, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, image->data);
+ GL_RGBA,
+ /* GL_UNSIGNED_BYTE, */
+ GL_UNSIGNED_INT_8_8_8_8_REV,
+ image->data);
sprintf (buf, "builtin texture (%dx%d)", image->width, image->height);
check_gl_error(buf);
clear_gl_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
image->width, image->height, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, image->data);
+ GL_RGBA,
+ /* GL_UNSIGNED_BYTE, */
+ GL_UNSIGNED_INT_8_8_8_8_REV,
+ image->data);
sprintf (buf, "texture: %.100s (%dx%d)",
filename, image->width, image->height);
check_gl_error(buf);
#define RANDSIGN() ((random() & 1) ? 1 : -1)
-static void
-pick_velocity (ModeInfo * mi)
-{
-#if 0
- planetstruct *gp = &planets[MI_SCREEN(mi)];
-
- gp->box_width = 15.0;
- gp->box_height = 15.0;
- gp->box_depth = 5.0;
-
- gp->tx = 0.0;
- gp->ty = 0.0;
- gp->tz = frand(360);
-
- gp->dtx = (frand(0.4) + frand(0.3)) * RANDSIGN();
- gp->dty = (frand(0.4) + frand(0.3)) * RANDSIGN();
- gp->dtz = (frand(5.0) + frand(5.0)); /* the sun sets in the west */
-
- gp->dx = (frand(0.2) + frand(0.2)) * RANDSIGN();
- gp->dy = (frand(0.2) + frand(0.2)) * RANDSIGN();
- gp->dz = (frand(0.2) + frand(0.2)) * RANDSIGN();
-#endif
-}
-
-
void
reshape_planet (ModeInfo *mi, int width, int height)
{
}
gp = &planets[screen];
- pick_velocity (mi);
-
if ((gp->glx_context = init_GL(mi)) != NULL) {
reshape_planet(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
}
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
+ /* construct the polygons of the planet
+ */
gp->platelist = glGenLists(1);
glNewList (gp->platelist, GL_COMPILE);
glColor3f (1,1,1);
glRotatef (90, 1, 0, 0);
unit_sphere (resolution, resolution, wire);
mi->polygon_count += resolution*resolution;
-#if 0
- if (!wire)
- {
- glDisable(GL_LIGHTING);
- glScalef(1.01,1.01,1.01);
- unit_sphere (12, 24, 1);
- glEnable(GL_LIGHTING);
- }
-#endif
+ glPopMatrix ();
+ glEndList();
+
+ /* construct the polygons of the latitude/longitude/axis lines.
+ */
+ gp->latlonglist = glGenLists(1);
+ glNewList (gp->latlonglist, GL_COMPILE);
+ glPushMatrix ();
+ if (do_texture) glDisable (GL_TEXTURE_2D);
+ if (do_light) glDisable (GL_LIGHTING);
+ glColor3f (0.1, 0.3, 0.1);
+ glScalef (RADIUS, RADIUS, RADIUS);
+ glScalef (1.01, 1.01, 1.01);
+ glRotatef (90, 1, 0, 0);
+ unit_sphere (12, 24, 1);
+ glBegin(GL_LINES);
+ glVertex3f(0, -2, 0);
+ glVertex3f(0, 2, 0);
+ glEnd();
+ if (do_light) glEnable(GL_LIGHTING);
+ if (do_texture) glEnable(GL_TEXTURE_2D);
glPopMatrix ();
glEndList();
}
glRotatef (gp->z * 360, 0.0, 0.0, 1.0);
if (do_rotate && !gp->button_down_p)
{
- gp->z += 0.01;
- if (gp->z > 1) gp->z -= 1;
+ gp->z -= 0.01; /* the sun sets in the west */
+ if (gp->z < 0) gp->z += 1;
}
glCallList (gp->platelist);
+ if (gp->button_down_p)
+ glCallList (gp->latlonglist);
glPopMatrix();
if (mi->fps_p) do_fps (mi);