46 VL_DEBUG_SET_OBJECT_NAME()
69 glMatrixMode(GL_MODELVIEW);
82 glLightfv(GL_LIGHT0+index, GL_AMBIENT,
mAmbient.
ptr());
83 glLightfv(GL_LIGHT0+index, GL_DIFFUSE,
mDiffuse.
ptr());
84 glLightfv(GL_LIGHT0+index, GL_SPECULAR,
mSpecular.
ptr());
85 glLightfv(GL_LIGHT0+index, GL_POSITION,
mPosition.
ptr());
87 glLightf(GL_LIGHT0+index, GL_SPOT_CUTOFF,
mSpotCutoff);
111 glDisable(GL_LIGHT0 + index);
float mConstantAttenuation
Vector3< float > fvec3
A 3 components vector with float precision.
Vector4< float > fvec4
A 4 components vector with float precision.
Represents an OpenGL context, possibly a widget or a pbuffer, which can also respond to keyboard...
virtual void apply(int index, const Camera *, OpenGLContext *ctx) const
The parameter cameara is NULL if we are disabling the state, non-NULL if we are enabling it...
Visualization Library main namespace.
Transform * boundTransform()
ref< Transform > mBoundTransform
void applyModelViewMatrix(const mat4 &model_matrix) const
Loads the GL_MODELVIEW matrix with the Camera's view matrix multiplied by the specified model matrix...
void bindTransform(Transform *transform)
If NULL follows the camera otherwise the given transformation node.
Represents a virtual camera defining, among other things, the point of view from which scenes can be ...
float mQuadraticAttenuation
const T_Scalar & w() const