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| | void CView::lightSettings( void ) {
GLfloat light_diffuse []={ 1.0, 1.0, 1.0, 1.0 };
GLfloat light_ambient []={ 0.2, 0.2, 0.2, 1.0 };
GLfloat light_spec []={ 1.0, 1.0, 1.0, 1.0 };
GLfloat spot_direction[] = { 0.0, -1.0, 0.0 };
glLightfv ( GL_LIGHT0, GL_AMBIENT_AND_DIFFUSE, light_diffuse );
glLightfv ( GL_LIGHT0, GL_SPECULAR, light_spec );
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 1.0);
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.0);
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.0006);
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, spot_direction);
GLfloat lmodel_ambient[] = { 0.0, 1.0, 0.0, 1.0 };
}
lightSettings();
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glEnable( GL_POLYGON_SMOOTH );
GLfloat light0_position [] = {0.0f, 0.0f, 0.0f, 1.0f};
glLightfv ( GL_LIGHT0, GL_POSITION, light0_position ); |