private void PrepareState_Lighting(GpuStateStruct* GpuState)
{
//var LightingState = &GpuState->LightingState;
//
//if (!GL.EnableDisable(EnableCap.Lighting, LightingState->Enabled))
//{
// return;
//}
//
//GL.LightModel(
// LightModelParameter.LightModelColorControl,
// (int)((LightingState->LightModel == LightModelEnum.SeparateSpecularColor) ? LightModelColorControl.SeparateSpecularColor : LightModelColorControl.SingleColor)
//);
//GL.LightModel(LightModelParameter.LightModelAmbient, &LightingState->AmbientLightColor.Red);
//
//for (int n = 0; n < 4; n++)
//{
// var LightState = &(&LightingState->Light0)[n];
// LightName LightName = (LightName)(LightName.Light0 + n);
//
// if (!GL.EnableDisable((EnableCap)(EnableCap.Light0 + n), LightState->Enabled))
// {
// continue;
// }
//
// GL.Light(LightName, LightParameter.Specular, &LightState->SpecularColor.Red);
// GL.Light(LightName, LightParameter.Ambient, &LightState->AmbientColor.Red);
// GL.Light(LightName, LightParameter.Diffuse, &LightState->DiffuseColor.Red);
//
// LightState->Position.W = 1.0f;
// GL.Light(LightName, LightParameter.Position, &LightState->Position.X);
//
// GL.Light(LightName, LightParameter.ConstantAttenuation, &LightState->Attenuation.Constant);
// GL.Light(LightName, LightParameter.LinearAttenuation, &LightState->Attenuation.Linear);
// GL.Light(LightName, LightParameter.QuadraticAttenuation, &LightState->Attenuation.Quadratic);
//
// if (LightState->Type == LightTypeEnum.SpotLight)
// {
// GL.Light(LightName, LightParameter.SpotDirection, &LightState->SpotDirection.X);
// GL.Light(LightName, LightParameter.SpotExponent, &LightState->SpotExponent);
// GL.Light(LightName, LightParameter.SpotCutoff, &LightState->SpotCutoff);
// }
// else
// {
// GL.Light(LightName, LightParameter.SpotExponent, 0);
// GL.Light(LightName, LightParameter.SpotCutoff, 180);
// }
//}
}