public GLLight(GraphicsInterface gi, GLLightName aName, Point3D position, ColorRGBA aColor) :base(gi, (GLOption)aName) { fLightName = aName; fPosition = position; fAmbient = aColor; fDiffuse = aColor; fSpecular = aColor; fLightAttenuation = GLLightAttenuation.GetDefault(); }
internal void Light(GLLightName light, LightParameter pname, int[] parameters) { gl.glLightiv((int)light, (int)pname, parameters); CheckException(); }
public GLLight(GraphicsInterface gi, GLLightName aName) :this(gi, aName, default(Point3D), ColorRGBA.White) { }
internal void Light(GLLightName light, LightParameter pname, float param) { gl.glLightf((int)light, (int)pname, param); CheckException(); }
internal void Light(GLLightName light, LightParameter pname, Point3D position) { gl.glLightfv((int)light, (int)pname, (float[])position); CheckException(); }
public SpotLight(GraphicsInterface gi, GLLightName aName, Point3D position, ColorRGBA aColor, Vector3f direction, float cutoff, float exponent) : base(gi, aName, position, aColor) { fSpotEffect = new GLAffectLightSpot(direction, cutoff, exponent); }
internal void GetLightiv(GLLightName light, LightParameter pname, int[] parameters) { gl.glGetLightiv((int)light, (int)pname, parameters); }
public static void GetLightfv(GLLightName light, LightParameter pname, float[] parameters) { gl.glGetLightfv((int)light, (int)pname, parameters); }
public static void Light(GLLightName light, LightParameter pname, int[] parameters) { gl.glLightiv((int)light, (int)pname, parameters); }
public static void Light(GLLightName light, LightParameter pname, int param) { gl.glLighti((int)light, (int)pname, param); }
public void RealizeForLight(GLLightName aLight) { GL.Light(aLight, LightParameter.ConstantAttenuation, fAttenConstant); GL.Light(aLight, LightParameter.LinearAttenuation, fAttenLinear); GL.Light(aLight, LightParameter.QuadraticAttenuation, fAttenQuadratic); }
public void RealizeForLight(GLLightName aLight) { GL.Light(aLight, LightParameter.SpotCutoff, fSpotCutoff); GL.Light(aLight, LightParameter.SpotExponent, fSpotExponent); GL.Light(aLight, LightParameter.SpotDirection, (float[])fSpotDirection); }