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Old 09-21-2003, 11:52 AM   #1
MadCactus
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Registered: Jul 2003
Distribution: Slackware 9.1
Posts: 195

Rep: Reputation: 30
OpenGL lighting with SDL


Hey

Have been trying to use SDL for something I did easily with GLUT, only prob is lighting doesn't work...

I used exactly the same code for initialising OpenGL and lighting but all I get is the buffer displayed in the diffuse material colour.

I noticed that the light is positioned at z -50.0, putting it behind the object i'm drawing. If I change this to +ve 50.0, I just get a dark shape in place of the object. Whats with this?

Do I need to use SDL_GL_SetAttribute() to set particular values for alpha, red-size etc?

Heres the functions:

Code:
void glInit() 
{
    glClearColor(0.0, 0.0, 0.0, 0.0);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
    glClearDepth(1.0);
    glShadeModel(GL_SMOOTH);
    glOrtho(-100.0, 100.0, -100.0, 100.0, 100.0, -100.0);
    glMatrixMode(GL_MODELVIEW);
    glEnableClientState(GL_VERTEX_ARRAY);    
}

void initLights()
{
    GLfloat specular[4] = { 1.0, 1.0, 1.0, 1.0 };
    GLfloat shininess[1] = { 100.0 };
    GLfloat l0Pos[4] = { 1.0, 1.0, -50.0, 0.0 };   
    GLfloat lModelAmbient[] = { 0.1, 0.1, 0.1, 1.0 };

    GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
    GLfloat lilac[4] = { 0.4, 0.0, 0.7, 1.0 };
    GLfloat lLilac[4] = { 0.6, 0.0, 0.9, 1.0 };    
    
    glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, shininess);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, lilac);

    glLightfv(GL_LIGHT0, GL_POSITION, l0Pos);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, lilac);
    glLightfv(GL_LIGHT0, GL_SPECULAR, lLilac);

    glLightModelfv(GL_LIGHT_MODEL_AMBIENT,                        lModelAmbient);

    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);    
}
 
  


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