目前我正在尝试使用光源照亮对象,并根据GL_COLOR_MATERIAL更改对象的颜色.出于某种原因,我只能看到一个光源被投射到模型上.我尝试了各种不同的位置和光源组合,我只注意到GL_LIGHT0功能.
我也尝试过不同的环境/漫反射/材料组合而没有成功.
static const GLfloat ambient[4] = {0.1f, 0.1f, 0.1f, 1.0f};
static const GLfloat diffuse[4] = {0.5f, 1.0f, 1.0f, 1.0f};
static const GLfloat position0[4] = {0.0f, 0.0f, 20.0f, 0.0f};
static const GLfloat position1[4] = {0.0f, 0.0f, -20.0f, 0.0f};
static const GLfloat front_mat_shininess[1] = {60.0f};
static const GLfloat front_mat_specular[4] = {0.2f, 0.2f, 0.2f, 1.0f};
static const GLfloat front_mat_diffuse[4] = {0.5f, 0.28f, 0.38f, 1.0f};
static const GLfloat lmodel_ambient[4] = {1.0f, 1.0f, 1.0f, 1.0f};
static const GLfloat lmodel_twoside[1] = {GL_FALSE};
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
///Enable lighting if item is a solid model
if(wireFlag == 1)
{
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position0);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT1, GL_POSITION, position1);
glEnable(GL_LIGHT1);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_mat_shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, front_mat_diffuse);
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
}
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有几个参数(例如GL_DIFFUSE)默认0,0,0,0为GL_LIGHT1... GL_LIGHT7但是其他(例如1,1,1,1)for GL_LIGHT0.我不知道你错过了哪一个,但我打赌你依赖于两个灯的默认值而且它是"关闭"的GL_LIGHT1.