83 Double_t lightRadius = bbox.Extents().Mag() * 2.9;
92 frontLightZ = sideLightsZ;
100 sideLightsZ = eyeVector.
Mag() * -0.85;
101 frontLightZ = 0.2 * lightRadius;
122 const Float_t specLightColor[] = { specular, specular, specular, 1.0f };
124 glLightfv(GL_LIGHT0, GL_POSITION, pos0);
125 glLightfv(GL_LIGHT0, GL_DIFFUSE, frontLightColor);
126 glLightfv(GL_LIGHT0, GL_SPECULAR, specLightColor);
128 glLightfv(GL_LIGHT1, GL_POSITION, pos1);
129 glLightfv(GL_LIGHT1, GL_DIFFUSE, sideLightColor);
130 glLightfv(GL_LIGHT2, GL_POSITION, pos2);
131 glLightfv(GL_LIGHT2, GL_DIFFUSE, sideLightColor);
132 glLightfv(GL_LIGHT3, GL_POSITION, pos3);
133 glLightfv(GL_LIGHT3, GL_DIFFUSE, sideLightColor);
134 glLightfv(GL_LIGHT4, GL_POSITION, pos4);
135 glLightfv(GL_LIGHT4, GL_DIFFUSE, sideLightColor);
145 glEnable(GLenum(GL_LIGHT0 + light));
151 glDisable(GL_LIGHTING);
153 glGetLightfv(GLenum(GL_LIGHT0 + light), GL_POSITION, position);
155 TGLVertex3 dPosition(position[0], position[1], position[2]);
157 glEnable(GL_LIGHTING);
162 glDisable(GLenum(GL_LIGHT0 + light));
static void DrawSphere(const TGLVertex3 &position, Double_t radius, const UChar_t rgba[4])
Draw sphere, centered on vertex 'position', with radius 'radius', color 'rgba'.