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@mariusz
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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