public override void Initialize() { base.Initialize(); // Ambient Light Render.Scene.SetAmbientLight(new Colorf(1, 0.8f, 0.8f, 0.8f)); // Directional Light Light data = new Light(); //--------------------------------------------- // original default value data.DiffuseColor = new Colorf(1, 1, 1, 1); data.SpecularColor = new Colorf(1, 1, 1, 1); data.AmbientColor = new Colorf(1, 0, 0, 0); data.InnerCone = 0; data.OuterCone = 45; data.Falloff = 2; data.Radius = 100; data.Attenuation = new Vector3D(1, 0, 0); data.Direction = new Vector3D(0, 0, 1); data.CastShadows = true; data.Type = LightType.Point; //--------------------------------------------- data.Type = LightType.Directional; LightSceneNode node = Render.Scene.AddLightSceneNode(Root, new Vector3D(), Colorf.Red, 8, -1); node.LightData = data; node.Rotation = new Vector3D(135, 45, 0); }
/// <summary> /// Use this method whenever the light parameters are changed. /// </summary> public void Update() { light.Rotation = rotation; Light data = new Light(); data.Type = LightType.Directional; data.DiffuseColor = Diffuse; data.SpecularColor = Specular; data.AmbientColor = Ambient; light.LightData = data; }