glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r
glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\r
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r
glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\r
- glLighti(GL_LIGHT0, GL_SPOT_CUTOFF, 60);\r
+ GLfloat direction0[] = {0.0, 0.0, 0.0};\r
+ glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0);\r
+ glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0);\r
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
\r
GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};\r
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
\r
GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};\r