void InitGL(GL gl) { gl.glClearColor(0.8f, 0.8f, 0.8f, 0.5f); gl.glClearDepth(1.0); gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LEQUAL); gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); float[] light_ambient = { 0.3f, 0.3f, 0.3f, 1.0f }; float[] light_diffuse = { 1.0f, 1.0f, 1.0f, 1.0f }; float[] light_specular = { 0.35f, 0.35f, 0.35f, 1.0f }; float[] light_position = { 0, 10.0f, 20.0f, 1.0f }; gl.glShadeModel(GL.GL_SMOOTH); gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, light_position); gl.glLightfv(GL.GL_LIGHT0,GL.GL_AMBIENT, light_ambient); gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, light_diffuse); gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, light_specular); gl.glLightModelf(GL.GL_LIGHT_MODEL_LOCAL_VIEWER, GL.GL_TRUE); gl.glEnable(GL.GL_LIGHT0); gl.glEnable(GL.GL_LIGHTING); }