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- void BialeSwiatlo() {
- GLfloat swiatlo[10][4] = { // swiatlo biale
- {1.0, 1.0, 1.0, 1.0},
- {1.0, 1.0, 1.0, 1.0},
- {1.0, 1.0, 1.0, 1.0},
- {0.0, 20.0, 0.0, 1.0},
- {0.0, -1.0, 0.0, 0.0},
- {0.0, 0.0, 0.0, 0.0},
- {180.0, 0.0, 0.0, 0.0},
- {1.0, 0.0, 0.0, 0.0},
- {0.0, 0.0, 0.0, 0.0},
- {0.0, 0.0, 0.0, 0.0}
- };
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glLightfv(GL_LIGHT0, GL_AMBIENT, swiatlo[0]);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, swiatlo[1]);
- glLightfv(GL_LIGHT0, GL_SPECULAR, swiatlo[2]);
- glLightfv(GL_LIGHT0, GL_POSITION, swiatlo[3]);
- glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, swiatlo[4]);
- glLightf(GL_LIGHT0, GL_SPOT_EXPONENT, swiatlo[5][0]);
- glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, swiatlo[6][0]);
- glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, swiatlo[7][0]);
- glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, swiatlo[8][0]);
- glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, swiatlo[9][0]);
- }
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