lightPosition0[2] = 12*sin(lightAngle0);\r
lightPosition0[3] = 0.0;\r
\r
+ direction0[0] = lightPosition0[0];\r
+ direction0[2] = lightPosition0[2];\r
+\r
/* Reposition the light source 1. */\r
lightPosition1[0] = 12*cos(lightAngle1);\r
lightPosition1[1] = lightHeight1;\r
lightPosition1[2] = 12*sin(lightAngle1);\r
lightPosition1[3] = 0.0;\r
\r
+ direction1[0] = lightPosition1[0];\r
+ direction1[2] = lightPosition1[2];\r
+\r
glPushMatrix();\r
\r
/* Perform scene rotations based on user mouse/keyboard input. */\r
glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\r
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, direction0);\r
\r
- glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0);\r
+ glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 60.0);\r
\r
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);\r
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);\r
glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);\r
glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction1);\r
\r
- glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 90.0);\r
+ glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 60.0);\r
\r
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
+ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);\r
\r
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);\r
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);\r
glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
\r
glEnable(GL_LIGHT0);\r
- //glEnable(GL_LIGHT1);\r
+ glEnable(GL_LIGHT1);\r
glEnable(GL_LIGHTING);\r
}\r
\r