private void SetGLLightPositionDirection( Light lt, All lightindex )
{
// Set position / direction
Vector4 vec = Vector4.Zero;
// Use general 4D vector which is the same as GL's approach
vec = lt.GetAs4DVector();
// Must convert to float*
float[] tmp = new float[] { vec.x, vec.y, vec.z, vec.w };
OpenGL.Light( lightindex, All.Position, tmp );
// Set spotlight direction
if ( lt.Type == LightType.Spotlight )
{
Vector3 vec3 = lt.DerivedDirection;
float[] tmp2 = new float[] { vec3.x, vec3.y, vec3.z, 0 };
OpenGL.Light( lightindex, All.SpotDirection, tmp2 );
}
}
/// <summary>