private void setLighting(GL10 gl) { gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_LIGHT0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, new float[] {0.25f, 0.25f, 0.29f, 1f}, 0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, new float[] {0.99f, 0.99f, 0.79f, 1f}, 0); // bright yellow light gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, new float[] {.9f, .9f, 1f, 1f}, 0); gl.glEnable(GL10.GL_COLOR_MATERIAL); }
@Override public void render() { GL10 gl = Gdx.gl10; gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glEnable(GL10.GL_COLOR_MATERIAL); gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_LIGHT0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbient, 0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosition, 0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuse, 0); camera.apply(Gdx.gl10); world.update(); }