- // **NOTE: Needs tidy\r
-\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
- GLfloat direction0[] = {0.0, 0.0, 0.0};\r
- glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0);\r
- glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 60.0);\r
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
-\r
- GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};\r
- GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0};\r
- GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};\r
- GLfloat shine = 100.0;\r
- glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);\r
- glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);\r
- glMaterialfv(GL_FRONT, GL_SPECULAR, specular);\r
- glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
-\r
- GLfloat emission[] = {0.0, 0.3, 0.3, 1.0};\r
- glMaterialfv(GL_FRONT, GL_EMISSION, emission);\r
-\r
- glEnable(GL_LIGHT0);\r
- glEnable(GL_LIGHTING);\r
- //glEnable(GL_COLOR_MATERIAL);\r
- //glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );\r
- //glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0);\r
- //glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0);\r