static void configureLightAndMaterial() { static GLfixed light0Position[] = { -0x40000, 0x10000, 0x10000, 0 }; static GLfixed light0Diffuse[] = { 0x10000, 0x6666, 0, 0x10000 }; static GLfixed light1Position[] = { 0x10000, -0x20000, -0x10000, 0 }; static GLfixed light1Diffuse[] = { 0x11eb, 0x23d7, 0x5999, 0x10000 }; static GLfixed light2Position[] = { -0x10000, 0, -0x40000, 0 }; static GLfixed light2Diffuse[] = { 0x11eb, 0x2b85, 0x23d7, 0x10000 }; static GLfixed materialSpecular[] = { 0x10000, 0x10000, 0x10000, 0x10000 }; glLightxv(GL_LIGHT0, GL_POSITION, light0Position); glLightxv(GL_LIGHT0, GL_DIFFUSE, light0Diffuse); glLightxv(GL_LIGHT1, GL_POSITION, light1Position); glLightxv(GL_LIGHT1, GL_DIFFUSE, light1Diffuse); glLightxv(GL_LIGHT2, GL_POSITION, light2Position); glLightxv(GL_LIGHT2, GL_DIFFUSE, light2Diffuse); glMaterialxv(GL_FRONT_AND_BACK, GL_SPECULAR, materialSpecular); glMaterialx(GL_FRONT_AND_BACK, GL_SHININESS, 60 << 16); glEnable(GL_COLOR_MATERIAL); }
void glMaterialxLogged(GLenum face, GLenum pname, GLfixed param) { printf("glMaterialx(%s, %s, %i)\n", GLEnumName(face), GLEnumName(pname), param); glMaterialx(face, pname, param); }