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Again, for sunlight, the only thing that matters is the angle. Other than that, you'll have to compute the effect of the light on every surface (polygon). You may check out the related API usage on the sidebar. You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example.
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These examples are extracted from open source projects.
JAVA LWJGL SPOTLIGHTS HOW TO
The light direction is something you can control, and even modify to simulate day and night. Sunlight is parallel rays, so there is no (x, y, z) - the light comes from an infinitely far plane, not from a point. The following examples show how to use 11 glScalef (). (0, 1, 0) for the top face of a cube), so that equation is further simplified. The negation is needed because/if normals point out of the cubes, because then normals are in opposite direction to the light rays.Īgain, for minecraft, the polygon normals are usually very simple (e.g. Assuming you have normalized both the lght direction vector and the polygon normal vector, that cosine is the dot product of the two vectors:Ĭ = -(lightDirectionX * polygonNormalX + lightDirectionY * polygonNormalY + lightDirectionZ * polygonNormalZ) Then the effect of the light boils down to computing the cosine of the angle between light rays and the polygon plane normal. All faces are lit up by the same amount, which changes as the pyramid rotates. However, no matter what I try, all faces of my shapes always receive the same amount of light, or, in the case of a spinning shape, the amount of lighting seems to oscillate. Again, for sunlight, the only thing that matters is the angle between the light rays and the polygon plane. I'm trying to enable lighting in lwjgl according to the method described by NeHe and this post. Sunlight is parallel rays, so there is no (x, y, z) - the light comes from an infinitely far plane, not from a point.