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working on new opengl implementation
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@@ -379,46 +379,51 @@ public class PGraphics extends PImage implements PConstants {
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public int lightCount = 0;
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/** Light types */
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public int lights[];
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public int lightType[];
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/** Light positions */
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public float lightsX[], lightsY[], lightsZ[];
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public float lightPosition[][];
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//public float lightsX[], lightsY[], lightsZ[];
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/** Light direction (normalized vector) */
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public float lightsNX[], lightsNY[], lightsNZ[];
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public float lightNormal[][];
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//public float lightsNX[], lightsNY[], lightsNZ[];
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/** Light falloff */
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public float lightsFalloffConstant[];
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public float lightsFalloffLinear[];
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public float lightsFalloffQuadratic[];
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public float lightFalloffConstant[];
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public float lightFalloffLinear[];
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public float lightFalloffQuadratic[];
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/** Light spot angle */
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public float lightsSpotAngle[];
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public float lightSpotAngle[];
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/** Cosine of light spot angle */
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public float lightsSpotAngleCos[];
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public float lightSpotAngleCos[];
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/** Light spot concentration */
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public float lightsSpotConcentration[];
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public float lightSpotConcentration[];
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/** Diffuse colors for lights.
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* For an ambient light, this will hold the ambient color.
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* Internally these are stored as numbers between 0 and 1. */
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public float lightsDiffuseR[], lightsDiffuseG[], lightsDiffuseB[];
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public float lightDiffuse[][];
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//public float lightsDiffuseR[], lightsDiffuseG[], lightsDiffuseB[];
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/** Specular colors for lights.
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Internally these are stored as numbers between 0 and 1. */
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public float lightsSpecularR[], lightsSpecularG[], lightsSpecularB[];
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public float lightSpecular[][];
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//public float lightsSpecularR[], lightsSpecularG[], lightsSpecularB[];
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/** Current specular color for lighting */
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public float lightSpecularR;
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public float lightSpecularG;
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public float lightSpecularB;
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public float currentLightSpecular[];
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//public float lightSpecularR;
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//public float lightSpecularG;
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//public float lightSpecularB;
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/** Current light falloff */
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public float lightFalloffConstant;
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public float lightFalloffLinear;
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public float lightFalloffQuadratic;
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public float currentLightFalloffConstant;
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public float currentLightFalloffLinear;
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public float currentLightFalloffQuadratic;
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// ........................................................
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