void MeshPainter::setupUntexturedMaterial(bool reflection) { Colour3f diffCol = reflection ? getSurfaceDiffuseColour() * getReflectedSurfaceFilterColour() : getSurfaceDiffuseColour(); const Colour3f &specCol = getSurfaceSpecularColour(); GLfloat diff[] = { diffCol.r, diffCol.g, diffCol.b, 0.0f }; GLfloat spec[] = { specCol.r, specCol.g, specCol.b, 0.0f }; GLfloat shin[] = { 35.0f }; glMaterialfv( GL_FRONT, GL_DIFFUSE, diff ); glMaterialfv( GL_FRONT, GL_SPECULAR, spec ); glMaterialfv( GL_FRONT, GL_SHININESS, shin ); }
//----------------------------------------------------------------------------- ColourValue AutoParamDataSource::getDerivedSceneColour(void) const { ColourValue result = getDerivedAmbientLightColour() + getSurfaceEmissiveColour(); result.a = getSurfaceDiffuseColour().a; return result; }