private void setupLight(IILSupportsLight shape) { GL.Enable(EnableCap.Lighting); GL.Enable(EnableCap.ColorMaterial); //GL.Enable(EnableCap.Normalize); GL.ColorMaterial(MaterialFace.FrontAndBack, ColorMaterialParameter.AmbientAndDiffuse); //GL.LightModel(LightModelParameter.LightModelAmbient, 0.2f); float[] tmp = new float[4] { shape.Material.Specular.R / 255f , shape.Material.Specular.G / 255f , shape.Material.Specular.B / 255f , shape.Material.Specular.A / 255f }; GL.Materialv(MaterialFace.FrontAndBack, MaterialParameter.Specular, tmp); GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Shininess, shape.Material.Shininess); tmp = new float[4] { shape.Material.Emission.R / 255f , shape.Material.Emission.G / 255f , shape.Material.Emission.B / 255f , shape.Material.Emission.A / 255f }; GL.Materialv(MaterialFace.FrontAndBack, MaterialParameter.Emission, tmp); }
private void setupLight(IILSupportsLight shape) { GL.Enable(EnableCap.Lighting); GL.Enable(EnableCap.ColorMaterial); //GL.Enable(EnableCap.Normalize); GL.ColorMaterial(MaterialFace.FrontAndBack,ColorMaterialParameter.AmbientAndDiffuse); //GL.LightModel(LightModelParameter.LightModelAmbient, 0.2f); float[] tmp = new float[4] { shape.Material.Specular.R / 255f , shape.Material.Specular.G / 255f , shape.Material.Specular.B / 255f , shape.Material.Specular.A / 255f}; GL.Materialv(MaterialFace.FrontAndBack, MaterialParameter.Specular, tmp); GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Shininess, shape.Material.Shininess ); tmp = new float[4] { shape.Material.Emission.R / 255f , shape.Material.Emission.G / 255f , shape.Material.Emission.B / 255f , shape.Material.Emission.A / 255f}; GL.Materialv(MaterialFace.FrontAndBack, MaterialParameter.Emission, tmp); }