Created
January 21, 2009 11:15
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| protected override void InitGLContext() | |
| { | |
| GL.CSGLInit(); | |
| GL.glEnable(GL.GL_TEXTURE_2D); // Enable Texture Mapping | |
| GL.glShadeModel(GL.GL_SMOOTH); // Enable Smooth Shading | |
| GL.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background | |
| GL.glClearDepth(1.0f); // Depth Buffer Setup | |
| GL.glEnable(GL.GL_DEPTH_TEST); // Enables Depth Testing | |
| GL.glDepthFunc(GL.GL_LEQUAL); // The Type Of Depth Testing To Do | |
| GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE); // Select The Type Of Blending | |
| GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); // Really Nice Perspective Calculations | |
| float[] mat_specular = { 1.0f, 1.0f, 1.0f, 0.2f }; | |
| GL.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_SPECULAR, mat_specular); | |
| GL.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE, mat_specular); | |
| GL.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, mat_specular); | |
| GL.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT); | |
| GL.glMaterialf(GL.GL_FRONT_AND_BACK, GL.GL_SHININESS, 10.0f); | |
| GL.glShadeModel(GL.GL_FLAT); | |
| GL.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); | |
| GL.glClearDepth(1.0f); | |
| GL.glEnable(GL.GL_DEPTH_TEST); | |
| float[] light_ambient = { 0.2f, 0.2f, 0.2f, 1.0f }; | |
| float[] light_diffuse = { 1.0f, 1.0f, 1.0f, 1.0f }; | |
| float[] light_specular = { 1.0f, 1.0f, 1.0f, 0.2f }; | |
| float[] light_position = { 1.0f, 4.5f, 3.0f, 0.0f }; | |
| GL.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, light_ambient); | |
| GL.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, light_diffuse); | |
| GL.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, light_specular); | |
| GL.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, light_position); | |
| float[] light_ambient1 = { 0.0f, 0.0f, 0.0f, 1.0f }; //oswietlenie tla | |
| float[] light_diffuse1 = { 1.0f, 0.0f, 0.0f, 1.0f }; //zdefiniowany kierunek, odbija sie rownomiernie | |
| float[] light_specular1 = { 1.0f, 1.0f, 1.0f, 1.0f };//odblyski | |
| float[] light_position1 = { 5.0f, 5.0f, 50.0f, 1.0f }; | |
| float[] spot_direction1 = { -5.0f, -1.0f, 0.0f }; | |
| GL.glLightfv(GL.GL_LIGHT1, GL.GL_SPOT_DIRECTION, spot_direction1); | |
| GL.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, light_ambient1); | |
| GL.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, light_diffuse1); | |
| GL.glLightfv(GL.GL_LIGHT1, GL.GL_SPECULAR, light_specular1); | |
| GL.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, light_position1); | |
| } |
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