LightManager

org.nlogo.gl.render.LightManager
See theLightManager companion object
class LightManager

Attributes

Companion
object
Source
Lighting.scala
Graph
Supertypes
class Object
trait Matchable
class Any

Members list

Value members

Concrete methods

def addLight(light: Light): Unit

Attributes

Source
Lighting.scala

This method actually makes the lights effective by setting all of the appropriate OpenGL state variables. This should be called on every frame (or just once, but be sure that no other parts of the application change the lighting in that case).

This method actually makes the lights effective by setting all of the appropriate OpenGL state variables. This should be called on every frame (or just once, but be sure that no other parts of the application change the lighting in that case).

Attributes

Source
Lighting.scala
def getOpenGLLightNumber(lightIndex: Int): Int

Attributes

Source
Lighting.scala
def init(gl: GL2): Unit

Attributes

Source
Lighting.scala
final def showLights(glu: GLU, world: World3D, worldScale: Float, observerDistance: Double, shapeRenderer: ShapeRenderer): Unit

Shows the positions of all the lights present in the world. Positional lights are rendered as spheres, and directional lights are rendered as arrows. This is intended as a debugging aid.

Shows the positions of all the lights present in the world. Positional lights are rendered as spheres, and directional lights are rendered as arrows. This is intended as a debugging aid.

Note that directional lights don't actually have a position (they are infinitely far away). However, this method will approximate the source of the light by rendering it outside of the world.

Attributes

Source
Lighting.scala

Concrete fields

Attributes

Source
Lighting.scala

Implicits

Implicits

implicit def getGL: GL2

Attributes

Source
Lighting.scala