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changes to lighting api and reworking build process for packages
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@@ -7,6 +7,42 @@ releases will be super crusty.
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. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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ABOUT REV 0083 -
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- what he hope is the finalized lighting api for beta/1.0
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+ because lights are in object space, they are considered more
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like a shape in this release. they are not retained and must
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be "drawn" each time you run through draw().
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+ to enable a simple ambient and directional light, place inside draw:
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public void lights();
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+ ambientLight(float r, float g, float b)
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adds an ambient light based on the current colorMode.
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+ directionalLight(r, g, b, vx, vy, vz);
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sets up a direction light along vector vx, vy, vz
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+ spotLight(r, g, b, x, y, z, vx, vy, vz, angle);
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sets up a spotlight at a position, with a direction and an angle
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+ lightFalloff(constant, linear, quadratic)
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will change the falloff for the last light addressed. default
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setting is lightFalloff(1, 0, 0)
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+ lightSpecular(r, g, b)
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sets the specular color of this light
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+ ambient(), emissive(), specular() set the material properties
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of shapes. they take the same form as fill() and stroke().
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+ shininess(float shiney) takes a float from 0..1 to specify
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the level of shininess for the current material
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. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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ABOUT REV 0082 - 6 april 2005
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- casey has updated the examples, reference, and keywords.
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