/// <summary> /// Creates a default light and enables the active shader /// </summary> private void SetupShader(RhGLShaderProgram shader, RMModel model, ViewportInfo viewport) { // Check to make sure we actually have an active shader... if (shader != null) { // Enable... shader.Enable(); // Now setup and initialize frustum and lighting... int near, far; viewport.GetScreenPort(out near, out far); viewport.SetScreenPort((int)Frame.Left, (int)Frame.Right, (int)Frame.Bottom, (int)Frame.Top, near, far); shader.SetupViewport(viewport); Rhino.Geometry.Light light = CreateDefaultLight(); shader.SetupLight(light); light.Dispose(); } }