The problem is that my walls are made by drawing polygons one polygon is one wall.
Opengl point light penetrates walls.
So even though the sun is a diffuse light it acts like an ambient light to us who are on the surface of the earth and during the day see light everywhere.
Thus the color of light sources is characterized by the amount of red green and blue light they emit and the material of surfaces is characterized by the percentage of the incoming red green and blue components that is reflected in.
A diffuse light is just a coloured light and handles the diffuse term for lighting.
With the infinite light source the highlight specular reflection is centered on both the cone and the sphere because the angle between the object and the line of sight is ignored.
When contaminated water is exposed to smartstream s 254 nanometer uv light the uv light penetrates the cell walls of microorganisms and disrupts their genetic deoxyribonucleic acid dna material.
It basically sets the colour.
Opengl approximates light and lighting as if light can be broken into red green and blue components.
This quickly inactivates microorganisms by destroying their ability to replicate and infect.
Gllight sets the values of individual light source parameters light names the light and is a symbolic name of the form gl light i where i ranges from 0 to the value of gl max lights 1.
We are going to simulate a sun like light as a directional light source 4 point lights scattered throughout the scene and we ll be adding a flashlight as well.
Pname specifies one of ten light source parameters again by symbolic name params is either a single value or a pointer to an array that contains the new values.
Im trying to do a little 3d scene with opengl and include a bit of lighting im fine with my scene although it isnt anything special and im trying to add some lighting to give it some effect.
To use more than one light source in the scene we want to encapsulate the lighting calculations into glsl functions.
The technique we re using is perfect for point lights as a real point light would cast shadows in all directions.
So when i shine my light on the wall it won t light up only when the light hits one of the vertices do i see some light and only that one vertex gets lit up.
This technique is known as point light shadows or more formerly as omnidirectional shadow maps.
However i can add material to my podium which isnt textured and that gives me light and anything that is textured does not apply any material to it so it defies the point of having lights.
Uv light has the ability to inactivate up to 99 9999.