History for CMGUI lights and materials
changed:
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This tutorial draws content from some examples, particularly example a2 and example a/per_pixel_lighting
This tutorial is intended to get you to understand the different ways lighting and materials can be made to make you
scenes look better in cmgui.
1. **Default lights**. In CMGUI the default lighting is a directional light that is attached to your view, you can
consider it a sort of headlamp. This default light is slightly above you and pointing slightly down.
Here I have loaded up a slightly deformed cube and drawn surfaces on it.
<img src="default_light.png" />
This is the script that generates this image, default_light.com::
gfx read elements bicubic_linear_cube.exelem;
gfx create win 1;
gfx modify window 1 view parallel eye_point -1.30343 -2.5881 1.50531 interest_point 0.505811 0.497157 0.48454 up_vector 0.144703 0.233287 0.961581 view_angle 40 near_clipping_plane 0.0371942 far_clipping_plane 13.2919 relative_viewport ndc_placement -1 1 2 2 viewport_coordinates 0 0 1 1;
gfx modify window 1 set perturb_lines;
gfx modify g_element single surfaces select_on material copper selected_material default_selected render_shaded;
You can list the parameters of this light like this::
gfx list light default;
Which in this case returns::
light : default : infinite
colour red = 1, green = 1, blue = 1
direction x = 0, y = -0.5, z = -1