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
- //glLighti(GL_LIGHT0, GL_SPOT_EXPONENT,100);\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
- //glLighti(GL_LIGHT1, GL_SPOT_EXPONENT,100);\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
- //glMaterialfv(GL_FRONT, GL_SPECULAR, specular);\r
- //glMaterialfv(GL_FRONT, GL_EMISSION, emission);\r
- //glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
-\r
glEnable(GL_LIGHT0);\r
glEnable(GL_LIGHT1);\r
glEnable(GL_LIGHTING);\r
glDepthRange(0,1);\r
glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
glDepthFunc(GL_LEQUAL); // the type\r
- glEnable(GL_TEXTURE_2D);\r
- //glEnable(GL_CULL_FACE);\r
glEnable(GL_NORMALIZE);\r
glLineWidth(2.0);\r
\r