diff --git a/SceneBasic.cpp b/SceneBasic.cpp index a0cff32..3bf5413 100644 --- a/SceneBasic.cpp +++ b/SceneBasic.cpp @@ -776,23 +776,23 @@ Scene::MyDraw( bool bSwapBF) // imposto illuminazione float LightAmbient[] = { 0.40f, 0.40f, 0.40f, 1.0f} ; float LightDiff[] = { 0.30f, 0.30f, 0.30f, 1.0f} ; - float LightSpec[] = { 0.15f, 0.15f, 0.15f, 1.0f} ; - float Light0Pos[] = { 0.4f, 0.3f, 0.6f, 0.0f} ; - float Light1Pos[] = { -0.1f, -0.6f, 0.4f, 0.0f} ; - float Light2Pos[] = { -0.5f, 0.1f, -0.3f, 0.0f} ; + float LightSpec[] = { 0.10f, 0.10f, 0.10f, 1.0f} ; + float Light0Pos[] = { 0.4f, 0.6f, 0.6f, 0.0f} ; + float Light1Pos[] = { -0.3f, -0.6f, 0.4f, 0.0f} ; + float Light2Pos[] = { -0.5f, 0.2f, -0.3f, 0.0f} ; + glEnable( GL_LIGHT0) ; glLightfv( GL_LIGHT0, GL_AMBIENT, LightAmbient) ; glLightfv( GL_LIGHT0, GL_DIFFUSE, LightDiff) ; glLightfv( GL_LIGHT0, GL_SPECULAR, LightSpec) ; glLightfv( GL_LIGHT0, GL_POSITION, Light0Pos) ; - glEnable( GL_LIGHT0) ; + glEnable( GL_LIGHT1) ; glLightfv( GL_LIGHT1, GL_DIFFUSE, LightDiff) ; glLightfv( GL_LIGHT1, GL_SPECULAR, LightSpec) ; glLightfv( GL_LIGHT1, GL_POSITION, Light1Pos) ; - glEnable( GL_LIGHT1) ; + glEnable( GL_LIGHT2) ; glLightfv( GL_LIGHT2, GL_DIFFUSE, LightDiff) ; glLightfv( GL_LIGHT2, GL_SPECULAR, LightSpec) ; glLightfv( GL_LIGHT2, GL_POSITION, Light2Pos) ; - glEnable( GL_LIGHT2) ; // disegno le geometrie del DB // annullo vettore superfici traslucide m_vAlphaSurf.clear() ;