Shows a torus lit by an OMNI red light. It shows how to use the light's diffuse component and how
to optimize a mesh.
Keywords: scene - camera - mesh - light - diffuse - optimize - material - attach_material - spin_values - torus
Code Sample 72
Shows how to use several SPOT lights. Shows the importance of the global ambient light.
Keywords: scene - global_ambient_light - camera - light - SPOT - spot_angle - orientation - add_texture - mesh - plane
Code Sample 77
Outlines the impact of the material ambient component.
Keywords: scene - camera - light - material - ambient_reflection_factor - diffuse_reflection_factor - specular_reflection_factor - orientation - pitch - font - text_3d - mesh
Code Sample 69
Shows the effects of tuning the lights' parameters to get a realistic rendering.
The code sample shows how to accurately apply the light's attenuation (the linear, the constant and the quadratic attenuation)
to progressively decrease the light's intensity as the distance grows. It shows the importance of the mesh density for getting high
quality specular reflexion, as well as the use of an optimization method and the vertex buffer object (vbo) to speed up the rendering of meshes featuring
static polygones (detailed explanations about these techniques are available in the Lighting and material tutor).
Shows a simple scene with volumic shadows. The code shows how to render shadows of several objects within a single 3ds format scene.
It shows how to move an object (the light) with a very simple LUA script.
Keywords: scene - camera - light - texture - material - mesh - plane - model - shadow_caster - script - run_mode
Code Sample 70
This code features volumic shadows like in code sample 52, but with a more sofisticated 3D model. It shows how to move a light in LUA scripting.
Keywords: scene - camera - light - texture - material - script - primitive - mesh - plane - model - shadow_caster