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double flarepos[3] = {0.0f, 2.0f, 0.0f}; |
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double flarepos[3] = {0.0f, 2.0f, 0.0f}; |
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glBindTexture(GL_TEXTURE_2D, flaretex[0]); |
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glBindTexture(GL_TEXTURE_2D, flaretex[0]); |
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sunStar->draw(camPos); |
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sunStar->draw(camPos); |
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float diff[3] = {flarepos[0] - camPos[0], flarepos[1] - camPos[1], flarepos[2] - camPos[2]}; |
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float diff[3] = {(float)flarepos[0] - camPos[0], (float)flarepos[1] - camPos[1], (float)flarepos[2] - camPos[2]}; |
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float alpha = 0.5f - 0.005f * sqrtf(diff[0] * diff[0] + diff[1] * diff[1] + diff[2] * diff[2]); |
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float alpha = 0.5f - 0.005f * sqrtf(diff[0] * diff[0] + diff[1] * diff[1] + diff[2] * diff[2]); |
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if(alpha > 0.0f) |
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if(alpha > 0.0f) |
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flare(flarepos, 1.0f, 1.0f, 1.0f, alpha); |
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flare(flarepos, 1.0f, 1.0f, 1.0f, alpha); |