Local light for nicer looks :)

This commit is contained in:
the_fiddler 2007-09-26 16:12:59 +00:00
parent 35f154cb72
commit bc2bbf9cf6

View file

@ -52,8 +52,10 @@ namespace Examples.Tutorial
GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.AMBIENT, new float[] { 0.3f, 0.3f, 0.3f, 1.0f });
GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.DIFFUSE, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.SPECULAR, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.SPOT_EXPONENT, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
GL.LightModelv(GL.Enums.LightModelParameter.LIGHT_MODEL_AMBIENT, new float[] { 0.2f, 0.2f, 0.2f, 1.0f });
GL.LightModel(GL.Enums.LightModelParameter.LIGHT_MODEL_TWO_SIDE, 1);
GL.LightModel(GL.Enums.LightModelParameter.LIGHT_MODEL_LOCAL_VIEWER, 1);
GL.Enable(GL.Enums.EnableCap.LIGHTING);
GL.Enable(GL.Enums.EnableCap.LIGHT0);
@ -118,7 +120,9 @@ namespace Examples.Tutorial
else
x_angle += 0.5f;
zoom = Mouse.Wheel * 0.5f;
// zoom = Mouse.Wheel * 0.5f; // Mouse.Wheel is broken on both Linux and Windows.
if (Mouse[OpenTK.Input.MouseButton.Right])
zoom += Mouse.YDelta;
// Do not leave x_angle drift too far away, as this will cause inaccuracies.
if (x_angle > 360.0f)