- procedure InitLight;
- const
- light_ambient: array[0..3] of GlFloat = (0.0, 0.0, 0.0, 0.0);
- light_diffuse: array[0..3] of GlFloat = (1.0, 1.0, 1.0, 1.0);
- light_specular: array[0..3] of GlFloat = (0.0, 0.0, 0.0, 1.0);
- light_position: array[0..3] of GlFloat = (0.0, 2.0, 0.0, 1.0);
- light_direction: array[0..2] of GlFloat = (0.0, 0.0, 0.0);
- begin
- glLightfv(GL_LIGHT0, GL_AMBIENT, @light_ambient[0]);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, @light_diffuse[0]);
- glLightfv(GL_LIGHT0, GL_SPECULAR, @light_specular[0]);
- glLightfv(GL_LIGHT0, GL_POSITION, @light_position[0]);
- glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, @light_direction[0]);
- glEnable(GL_COLOR_MATERIAL);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- end;