Reduced number of subdivisions in celestial sphered; fixed bug with ring shadows and rotationPhase.

This commit is contained in:
Chris Laurel 2001-05-25 04:52:10 +00:00
parent 5583412bc1
commit ba9cecf27c

View file

@ -1231,7 +1231,7 @@ void Renderer::renderPlanet(const Body& body,
double rotations = now / (double) body.getRotationPeriod();
int wholeRotations = (int) rotations;
double remainder = rotations - wholeRotations;
planetRotation = -remainder * 2 * PI;
planetRotation = -remainder * 2 * PI - body.getRotationPhase();
glRotatef((float) (-remainder * 360.0 - radToDeg(body.getRotationPhase())),
0, 1, 0);
}
@ -2098,8 +2098,8 @@ void Renderer::renderGalaxies(const GalaxyList& galaxies,
void Renderer::renderCelestialSphere(const Observer& observer)
{
int raDivisions = 24;
int decDivisions = 18;
int raDivisions = 12;
int decDivisions = 12;
int nSections = 60;
float radius = 10.0f;