void GLC_ContextSharedData::glcEnableLight(GLenum lightId) { Q_ASSERT(m_LightsEnableState.contains(lightId)); m_LightsEnableState[lightId]= true; #ifdef GLC_OPENGL_ES_2 m_UniformShaderData.setLightsEnableState(enableLights()); #else if (GLC_Shader::hasActiveShader()) { QVector<int> enableLightState= enableLights(); m_UniformShaderData.setLightsEnableState(enableLightState); } ::glEnable(lightId); #endif }
void OpenGLHelper::toggleLights() { bool shouldEnable = !glIsEnabled(GL_LIGHTING); enableLights(shouldEnable); }