x, y, z | Light vectors |
njCnkSetEasyLight( 0.0f, 0.0f, 1.0f );
causes the light to always come from the front side of the screen. To obtain a coordinate system in a 3D space, perform conversion with the current matrix.
light.x = LIGHT3D_X;
light.y = LIGHT3D_Y;
light.z = LIGHT3D_Z;
njCalcVector( NULL, &light, &lwork );
njCnkSetEasyLight( lwork.x, lwork.y, lworkz );
This will result in the light source emerging from a 3D space (LIGHT3D_X, LIGHT3D_Y, LIGHT3D_Z).
sbInitSystem( NJD_RESOLUTION_640x240_NTSCNI, NJD_FRAMEBUFFER_MODE_RGB565, 1 ); njInitVertexBuffer( 1000000, 0, 1000, 0, 0 ); njInitMatrix( matrix, 8 , 0); njInit3D( vbuf, 4096 ); njInitView( &view ); njSetView( &view ); njCnkSetEasyLight( 0.f, 0.f, 1.0f ); njCnkSetEasyLightIntensity( 1.0f, 0.0f ); njCnkSetEasyLightColor( 1.0f, 1.0f, 1.0f ); njClearMatrix(); njTranslate( NULL, 0.f, 0.f, -10.f ); njRotateXYZ( NULL, rx,ry,rz ); njCnkEasyDrawObject( object );