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| //definition de la lumiere
GLfloat no_color [] = {0,0,0,1};
GLfloat LightColor[]= { .01, .01, .01, 0 };
GLfloat light_ambient[] = { .5, .5, .5, 1.0 };
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,no_color);
GLfloat LightPosition[]= {0,0,-1,0};
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightColor);
glLightfv(GL_LIGHT1, GL_SPECULAR, no_color);
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);
glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0);
glEnable(GL_LIGHT1);
//definition du material
GLfloat color [] = {.1,.5,.5,1};
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT, color);
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE, color);
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR, no_color);
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS, no_shin);
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION, no_color); |
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