[Change] Clean up the silly lighting direction picking.
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@ -47,4 +47,5 @@
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#define MIN(x,y) ((x)<(y)?(x):(y))
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#define MAX(x,y) ((x)>(y)?(x):(y))
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#define CLAMP(a, min, max) (((a) > (max)) ? (max) : (((a) < (min)) ? (min) : (a)))
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#define DEG_2_RAD 0.0174532925
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@ -130,22 +130,13 @@ void ModelBody::RenderSbreModel(const Frame* camFrame, int model, ObjParams* par
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/* TODO Reduce. */
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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{
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/* TODO Need to use correct starlight colour. */
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float lightCol[3] = { 1,1,1 };
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float lightDir[3];
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vector3d _lightDir = Frame::GetFramePosRelativeToOther(Space::GetRootFrame(), camFrame);
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matrix4x4d poo = L3D::world_view->viewingRotation;
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poo[2] = -poo[2];
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poo[6] = -poo[6];
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poo[8] = -poo[8];
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poo[9] = -poo[9];
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_lightDir = poo*_lightDir;
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lightDir[0] = _lightDir.x;
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lightDir[1] = _lightDir.y;
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lightDir[2] = _lightDir.z;
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GLfloat lightCol[4];
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glGetLightfv(GL_LIGHT0, GL_DIFFUSE, lightCol);
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lightCol[3] = 0;
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GLfloat lightDir[4];
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glGetLightfv(GL_LIGHT0, GL_POSITION, lightDir);
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lightDir[2] = -lightDir[2];
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sbreSetDirLight(lightCol, lightDir);
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}
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@ -14,26 +14,6 @@ ObjectViewerView::ObjectViewerView(void) : View() {
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Add(m_infoLabel, 2, 2);
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}
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#if 0
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vector3d Player::GetExternalViewTranslation(void) {
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vector3d p = vector3d(0, 0, m_external_view_dist);
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p = matrix4x4d::RotateXMatrix(-DEG_2_RAD*m_external_view_rotx) * p;
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p = matrix3x4d::RotateYMatrix(-DEG_2_RAD*m_external_view_roty) * p;
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matrix4x4d m;
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GetRotMatrix(m);
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p = m*p;
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//printf("%f,%f,%f\n", p.x, p.y, p.z);
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return p;
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}
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void Player::ApplyExternalViewRotation(void) {
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//glTranslatef(0, 0, m_external_view_dist);
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glRotatef(-m_external_view_rotx, 1, 0, 0);
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glRotatef(-m_external_view_roty, 0, 1, 0);
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}
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#endif
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#define DEG_2_RAD 0.0174532925
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void ObjectViewerView::Draw3D(void) {
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static float rot;
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rot += 0.1;
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