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| float[] global_ambient = new float[] { 0.0f , 0.0f , 0.0f , 1.0f} ; float[] light0pos = new float[] { 0.0f , 5.0f , 10.0f , 1.0f} ; float[] light0ambien = new float[] { 0.0f , 0.0f , 0.0f , 1.0f} ; float[] light0diffuse = new float[] { 0.0f , 0.0f , 0.0f , 1.0f} ; float[] light0specular = new float[] { 0.0f , 0.0f , 0.0f , 1.0f} ; global_ambientBuffer.put ( global_ambient ).flip () ; global_light0posBuffer.put ( light0pos ).flip () ; global_light0ambienBuffer.put ( light0ambien ).flip () ; global_light0diffuseBuffer.put ( light0diffuse ).flip () ; global_light0specularBuffer.put ( light0specular ).flip () ;
GL.glLightModel ( GL.GL_LIGHT_MODEL_AMBIENT , global_ambientBuffer ) ; GL.glLightModel ( GL.GL_LIGHT_MODEL_AMBIENT , global_ambientBuffer ) ; GL.glLightfv ( GL.GL_LIGHT0 , GL.GL_POSITION , global_light0posBuffer ) ; GL.glLightfv ( GL.GL_LIGHT0 , GL.GL_AMBIENT , global_light0ambienBuffer ) ; GL.glLightfv ( GL.GL_LIGHT0 , GL.GL_DIFFUSE , global_light0diffuseBuffer ) ; GL.glLightfv ( GL.GL_LIGHT0 , GL.GL_SPECULAR , global_light0specularBuffer ) ; GL.glEnable ( GL.GL_LIGHTING ) ; GL.glEnable ( GL.GL_LIGHT0 ) ; |