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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-21 13:39:18 +02:00

Python: logowanie priorytetu wątku pythona

Smuga: wzmocnienie smugi zależne od oświetlenia amtosferycznego
This commit is contained in:
antonisauren
2016-06-10 22:15:09 +02:00
parent da2bf75464
commit c570578507
5 changed files with 28 additions and 32 deletions

View File

@@ -1545,26 +1545,23 @@ bool TWorld::Update()
else
{
glBlendFunc(GL_DST_COLOR, GL_ONE);
// glBlendFunc(GL_SRC_ALPHA_SATURATE, GL_ONE);
// glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_ONE);
// glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_DST_COLOR);
// glBlendFunc(GL_SRC_ALPHA_SATURATE,GL_ONE);
glDepthFunc(GL_GEQUAL);
glAlphaFunc(GL_GREATER, 0.004);
// glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
glColor4f(0.15f, 0.15f, 0.15f, 0.25f);
//glColor4f(0.15f, 0.15f, 0.15f, 0.25f);
glBindTexture(GL_TEXTURE_2D, light); // Select our texture
float ddl = (0.15*Global::diffuseDayLight[0]+0.295*Global::diffuseDayLight[1]+0.055*Global::diffuseDayLight[2]); //0.24:0
glBegin(GL_QUADS);
float fSmudge =
Train->Dynamic()->MoverParameters->DimHalf.y + 7; // gdzie zaczynaæ smugê
float fSmudge = Train->Dynamic()->MoverParameters->DimHalf.y + 7; // gdzie zaczynaæ smugê
if (Train->Controlled()->iLights[0] & 21)
{ // wystarczy jeden zapalony z przodu
for (int i = 15; i <= 35; i++)
{
float z = i * i * i * 0.01f;//25/4;
float C = (36 - i*0.5)*0.05*0.1;
//float C = (36 - i*0.5)*0.005*(1.5 - sqrt(ddl));
float C = (36 - i*0.5)*0.005*sqrt((1/sqrt(ddl+0.015))-1);
glColor4f(C, C, C, 0.25f);
glTexCoord2f(0, 0); glVertex3f(-10 / 2 - 2 * i / 4, 6.0 + 0.3*z, 13 + 1.7*z / 3);
glTexCoord2f(1, 0); glVertex3f(10 / 2 + 2 * i / 4, 6.0 + 0.3*z, 13 + 1.7*z / 3);
@@ -1577,7 +1574,7 @@ bool TWorld::Update()
for (int i = 15; i <= 35; i++)
{
float z = i * i * i * 0.01f;//25/4;
float C = (36 - i*0.5)*0.05*0.1;
float C = (36 - i*0.5)*0.005*sqrt((1/sqrt(ddl+0.015))-1);
glColor4f(C, C, C, 0.25f);
glTexCoord2f(0, 0); glVertex3f(10 / 2 + 2 * i / 4, 6.0 + 0.3*z, -13 - 1.7*z / 3);
glTexCoord2f(1, 0); glVertex3f(-10 / 2 - 2 * i / 4, 6.0 + 0.3*z, -13 - 1.7*z / 3);