Draw inside & outside correctly in figure mode
Make the inside a little brighter
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@ -91,6 +91,18 @@ public class FigureRenderer extends RocketRenderer {
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}
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}
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}
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}
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//Inside
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convertColor(figureColor, color);
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color[0] = color[0] * 0.7f;
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color[1] = color[1] * 0.7f;
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color[2] = color[2] * 0.7f;
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color[3] = 1.0f;
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gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_DIFFUSE, color, 0);
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gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_AMBIENT, color, 0);
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cr.getGeometry(c, Surface.INSIDE).render(gl);
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//OUtside
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// Set up the front A&D color
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// Set up the front A&D color
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convertColor(figureColor, color);
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convertColor(figureColor, color);
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color[3] = alpha;
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color[3] = alpha;
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@ -108,19 +120,13 @@ public class FigureRenderer extends RocketRenderer {
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gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_SPECULAR, color, 0);
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gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_SPECULAR, color, 0);
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gl.glMateriali(GL.GL_FRONT, GLLightingFunc.GL_SHININESS, getShine(c));
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gl.glMateriali(GL.GL_FRONT, GLLightingFunc.GL_SHININESS, getShine(c));
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cr.getGeometry(c, Surface.OUTSIDE).render(gl);
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cr.getGeometry(c, Surface.EDGES).render(gl);
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color[0] = color[1] = color[2] = 0;
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color[0] = color[1] = color[2] = 0;
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gl.glMaterialfv(GL.GL_BACK, GLLightingFunc.GL_SPECULAR, color, 0);
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gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_SPECULAR, color, 0);
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//Back A&D
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convertColor(figureColor, color);
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color[0] = color[0] * 0.4f;
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color[1] = color[1] * 0.4f;
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color[2] = color[2] * 0.4f;
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color[3] = alpha;
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gl.glMaterialfv(GL.GL_BACK, GLLightingFunc.GL_DIFFUSE, color, 0);
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gl.glMaterialfv(GL.GL_BACK, GLLightingFunc.GL_AMBIENT, color, 0);
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cr.getGeometry(c, Surface.ALL).render(gl);
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}
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}
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@Override
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@Override
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@ -162,7 +168,7 @@ public class FigureRenderer extends RocketRenderer {
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@Override
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@Override
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protected void renderMotor(GL2 gl, Motor motor) {
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protected void renderMotor(GL2 gl, Motor motor) {
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final float outside[] = { 0.2f, 0.2f, 0.2f, 1.0f };
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final float outside[] = { 0.3f, 0.3f, 0.3f, 1.0f };
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gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_DIFFUSE, outside, 0);
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gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_DIFFUSE, outside, 0);
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gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_AMBIENT, outside, 0);
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gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_AMBIENT, outside, 0);
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super.renderMotor(gl, motor);
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super.renderMotor(gl, motor);
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