changes to lighting api and reworking build process for packages

This commit is contained in:
benfry
2005-04-12 20:19:30 +00:00
parent 96c41467bb
commit c239b284ae
14 changed files with 556 additions and 552 deletions
+36
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@@ -7,6 +7,42 @@ releases will be super crusty.
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ABOUT REV 0083 -
- what he hope is the finalized lighting api for beta/1.0
+ because lights are in object space, they are considered more
like a shape in this release. they are not retained and must
be "drawn" each time you run through draw().
+ to enable a simple ambient and directional light, place inside draw:
public void lights();
+ ambientLight(float r, float g, float b)
adds an ambient light based on the current colorMode.
+ directionalLight(r, g, b, vx, vy, vz);
sets up a direction light along vector vx, vy, vz
+ spotLight(r, g, b, x, y, z, vx, vy, vz, angle);
sets up a spotlight at a position, with a direction and an angle
+ lightFalloff(constant, linear, quadratic)
will change the falloff for the last light addressed. default
setting is lightFalloff(1, 0, 0)
+ lightSpecular(r, g, b)
sets the specular color of this light
+ ambient(), emissive(), specular() set the material properties
of shapes. they take the same form as fill() and stroke().
+ shininess(float shiney) takes a float from 0..1 to specify
the level of shininess for the current material
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ABOUT REV 0082 - 6 april 2005
- casey has updated the examples, reference, and keywords.