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The default light is a directional one, so we must initialize its position (which, according to the standard, is (0, 0, 1)) following the same algorithm we apply when glLightfv() is called for directional lights: we multiply its position by 100000. The reason why we do this is that GX does not support ideal directional lights, so we simulate them by placing the light very far away and disabling the distance attenuation. Also, we don't need to set the light direction on the GX light, since the light is positioned far away and that by itself will determine under which angle our objects will be lit. f
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