EgtGraphics :
- modifiche alle luci.
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+7
-7
@@ -776,23 +776,23 @@ Scene::MyDraw( bool bSwapBF)
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// imposto illuminazione
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float LightAmbient[] = { 0.40f, 0.40f, 0.40f, 1.0f} ;
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float LightDiff[] = { 0.30f, 0.30f, 0.30f, 1.0f} ;
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float LightSpec[] = { 0.15f, 0.15f, 0.15f, 1.0f} ;
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float Light0Pos[] = { 0.4f, 0.3f, 0.6f, 0.0f} ;
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float Light1Pos[] = { -0.1f, -0.6f, 0.4f, 0.0f} ;
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float Light2Pos[] = { -0.5f, 0.1f, -0.3f, 0.0f} ;
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float LightSpec[] = { 0.10f, 0.10f, 0.10f, 1.0f} ;
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float Light0Pos[] = { 0.4f, 0.6f, 0.6f, 0.0f} ;
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float Light1Pos[] = { -0.3f, -0.6f, 0.4f, 0.0f} ;
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float Light2Pos[] = { -0.5f, 0.2f, -0.3f, 0.0f} ;
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glEnable( GL_LIGHT0) ;
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glLightfv( GL_LIGHT0, GL_AMBIENT, LightAmbient) ;
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glLightfv( GL_LIGHT0, GL_DIFFUSE, LightDiff) ;
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glLightfv( GL_LIGHT0, GL_SPECULAR, LightSpec) ;
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glLightfv( GL_LIGHT0, GL_POSITION, Light0Pos) ;
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glEnable( GL_LIGHT0) ;
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glEnable( GL_LIGHT1) ;
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glLightfv( GL_LIGHT1, GL_DIFFUSE, LightDiff) ;
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glLightfv( GL_LIGHT1, GL_SPECULAR, LightSpec) ;
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glLightfv( GL_LIGHT1, GL_POSITION, Light1Pos) ;
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glEnable( GL_LIGHT1) ;
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glEnable( GL_LIGHT2) ;
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glLightfv( GL_LIGHT2, GL_DIFFUSE, LightDiff) ;
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glLightfv( GL_LIGHT2, GL_SPECULAR, LightSpec) ;
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glLightfv( GL_LIGHT2, GL_POSITION, Light2Pos) ;
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glEnable( GL_LIGHT2) ;
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// disegno le geometrie del DB
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// annullo vettore superfici traslucide
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m_vAlphaSurf.clear() ;
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