I am currently doing a flashlight/torchlight using diffuse lighting.
my lighting on chair and table is working. [can’t post url somehow]
But when i shift away and faces my skybox, it turns pitch black with no lighting.
my lighting code:
//Torchlight
glLightfv(GL_LIGHT7, GL_DIFFUSE, gTorchlightColor);
glLightfv(GL_LIGHT7, GL_SPECULAR, gSpecularMaterial);
glLightf(GL_LIGHT7, GL_SPOT_CUTOFF, 10.0f);
glLightf(GL_LIGHT7, GL_SPOT_EXPONENT, 50.0f);
skybox code:
void skybox2()
{
glPushMatrix();
GLfloat properties[] = { 0.2f, 0.2f, 0.2f, 1.0f };
//
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, properties);
glBindTexture(GL_TEXTURE_2D, skyboxtexture[FRONT].id);
//FRONT
glBegin(GL_QUADS);
glNormal3f(1, 0, 0);
glTexCoord2f(0, 0); glVertex3f(100, -25, -75); //bottom left
glTexCoord2f(0, 1); glVertex3f(100, 75, -75); //upper left
glTexCoord2f(1, 1); glVertex3f(100, 75, 75); // upper right
glTexCoord2f(1, 0); glVertex3f(100, -25, 75); //bottom right
glEnd();
glBindTexture(GL_TEXTURE_2D, skyboxtexture[RIGHT].id);
//RIGHT
glBegin(GL_QUADS);
glNormal3f(0, 0, 1);
glTexCoord2f(0, 0); glVertex3f(100, -25, 75); //bottom left
glTexCoord2f(0, 1); glVertex3f(100, 75, 75); //upper left
glTexCoord2f(1, 1); glVertex3f(-100, 75, 75); //upper right
glTexCoord2f(1, 0); glVertex3f(-100, -25, 75); // bottom right
glEnd();
glBindTexture(GL_TEXTURE_2D, skyboxtexture[BACK].id);
//BACK
glBegin(GL_QUADS);
glNormal3f(-1, 0, 0);
glTexCoord2f(0, 0); glVertex3f(-100, -25, 75); //bottom left
glTexCoord2f(0, 1); glVertex3f(-100, 75, 75); //upper left
glTexCoord2f(1, 1); glVertex3f(-100, 75, -75); //upper right
glTexCoord2f(1, 0); glVertex3f(-100, -25, -75); //bottom right
glEnd();
glBindTexture(GL_TEXTURE_2D, skyboxtexture[LEFT].id);
//LEFT
glBegin(GL_QUADS);
glNormal3f(0, 0, -1);
glTexCoord2f(0, 0); glVertex3f(-100, -25, -75); //bottom left
glTexCoord2f(0, 1); glVertex3f(-100, 75, -75); //upper left
glTexCoord2f(1, 1); glVertex3f(100, 75, -75); //upper right
glTexCoord2f(1, 0); glVertex3f(100, -25, -75); //bottom right
glEnd();
glBindTexture(GL_TEXTURE_2D, skyboxtexture[BOTTOM].id);
//BOTTOM
glBegin(GL_QUADS);
glNormal3f(0, -1, 0);
glTexCoord2f(0, 0); glVertex3f(-100, -25, -75); //bottom left
glTexCoord2f(0, 1); glVertex3f(100, -25, -75); //upper left
glTexCoord2f(1, 1); glVertex3f(100, -25, 75); //upper right
glTexCoord2f(1, 0); glVertex3f(-100, -25, 75); //bottom right
glEnd();
glBindTexture(GL_TEXTURE_2D, skyboxtexture[TOP].id);
//TOP
glBegin(GL_QUADS);
glNormal3f(0, -1, 0);
glTexCoord2f(0, 0); glVertex3f(-100, 75, -75); //bottom left
glTexCoord2f(0, 1); glVertex3f(100, 75, -75); //upper left
glTexCoord2f(1, 1); glVertex3f(100, 75, 75); //upper right
glTexCoord2f(1, 0); glVertex3f(-100, 75, 75); //bottom right
glEnd();
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, gNone);
glPopMatrix();
glBindTexture( GL_TEXTURE_2D, 0 );
}
I am out of ideas for this situation, can anyone provide me guidance? Thanks a lot!