+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ /* Camera 1 */
+ double lat, lon, elev, rx, ry, rz;
+ gis_viewer_get_location(GIS_VIEWER(opengl), &lat, &lon, &elev);
+ gis_viewer_get_rotation(GIS_VIEWER(opengl), &rx, &ry, &rz);
+ glRotatef(rx, 1, 0, 0);
+ glRotatef(rz, 0, 0, 1);
+
+ /* Lighting */
+#ifdef ROAM_DEBUG
+ float light_ambient[] = {0.7f, 0.7f, 0.7f, 1.0f};
+ float light_diffuse[] = {2.0f, 2.0f, 2.0f, 1.0f};
+#else
+ float light_ambient[] = {0.2f, 0.2f, 0.2f, 1.0f};
+ float light_diffuse[] = {5.0f, 5.0f, 5.0f, 1.0f};
+#endif
+ float light_position[] = {-13*EARTH_R, 1*EARTH_R, 3*EARTH_R, 1.0f};
+ glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
+ glLightfv(GL_LIGHT0, GL_POSITION, light_position);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_LIGHTING);
+
+ float material_ambient[] = {0.2, 0.2, 0.2, 1.0};
+ float material_diffuse[] = {0.8, 0.8, 0.8, 1.0};
+ float material_specular[] = {0.1, 0.1, 0.1, 1.0};
+ float material_emission[] = {0.0, 0.0, 0.0, 1.0};
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material_ambient);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material_diffuse);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material_specular);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, material_emission);
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_COLOR_MATERIAL);
+
+ /* Camera 2 */
+ glTranslatef(0, 0, -elev2rad(elev));
+ glRotatef(lat, 1, 0, 0);
+ glRotatef(-lon, 0, 1, 0);
+
+ glDisable(GL_ALPHA_TEST);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+#ifndef ROAM_DEBUG
+ glCullFace(GL_BACK);
+ glEnable(GL_CULL_FACE);
+#endif
+
+ glClearDepth(1.0);
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_DEPTH_TEST);
+
+ glEnable(GL_LINE_SMOOTH);
+
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ //glShadeModel(GL_FLAT);
+
+ g_mutex_lock(opengl->sphere_lock);
+ roam_sphere_update_view(opengl->sphere);
+ g_mutex_unlock(opengl->sphere_lock);