private static void SetPointLights(PointLight[] pLights) { GL.Uniform1(numPointLightsLocation, pLights.Length); for (int i = 0; i < pLights.Length && i < MAX_POINTLIGHTS; i++) { GL.Uniform3(pointlightLocations[i].Color, pLights[i].Color.X, pLights[i].Color.Y, pLights[i].Color.Z); GL.Uniform1(pointlightLocations[i].AmbientIntensity, pLights[i].AmbientIntensity); GL.Uniform1(pointlightLocations[i].DiffuseIntensity, pLights[i].DiffuseIntensity); GL.Uniform3(pointlightLocations[i].Position, pLights[i].Position.X, pLights[i].Position.Y, pLights[i].Position.Z); GL.Uniform1(pointlightLocations[i].Constant, pLights[i].Constant); GL.Uniform1(pointlightLocations[i].Linear, pLights[i].Linear); GL.Uniform1(pointlightLocations[i].Exp, pLights[i].Exp); } }
public static void AddPointLight(PointLight pl) { Pointlights.Add(pl); }