void apply() { if(baseTexture) baseTexture->Apply(1); float diffuse[4] = { diffuseColor.r, diffuseColor.g, diffuseColor.b, 1.0f }; glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, 7, diffuse); }
void applyProjection(const COL &spotColor) { if(baseTexture) baseTexture->Apply(2); float factor = 1.0f; float diffuse[4] = { diffuseColor.r * factor * spotColor.r, diffuseColor.g * factor * spotColor.g, diffuseColor.b * factor * spotColor.b, 1.0f }; glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, 17, diffuse); }
void applyShadow() { if(baseTexture) baseTexture->Apply(0); }