gl.GetLight()
returns in paramsArray
the value or values of a light source parameter. light
names the light and is a symbolic name
of the form #GL_LIGHTi
where i
ranges from 0 to the value of #GL_MAX_LIGHTS
- 1. #GL_MAX_LIGHTS
is an implementation dependent
constant that is greater than or equal to eight. pname
specifies one of ten light source parameters, again by symbolic name.
The following parameters are defined:
#GL_AMBIENT
-
Returns four floating-point values representing the ambient intensity of the light source. The initial value is (0, 0, 0, 1).
#GL_DIFFUSE
-
Returns four floating-point values representing the diffuse intensity of the light source. The initial value for
#GL_LIGHT0
is (1, 1, 1, 1); for other lights, the initial value is (0, 0, 0, 0).
#GL_SPECULAR
-
Returns four floating-point values representing the specular intensity of the light source. The initial value for
#GL_LIGHT0
is (1, 1, 1, 1); for other lights, the initial value is (0, 0, 0, 0).
#GL_POSITION
-
Returns four floating-point values representing the position of the light source. The returned values are those maintained
in eye coordinates. They will not be equal to the values specified using gl.Light(),
unless the modelview matrix was identity at the time gl.Light() was called. The initial value is (0, 0, 1, 0).
#GL_SPOT_DIRECTION
-
Returns three floating-point values representing the direction of the light source. The returned values
are those maintained in eye coordinates. They will not be equal to the values specified using gl.Light(),
unless the modelview matrix was identity at the time gl.Light() was called. Although spot direction
is normalized before being used in the lighting equation, the returned values are the transformed versions of the
specified values prior to normalization. The initial value is (0,0,-1).
#GL_SPOT_EXPONENT
-
Returns a single floating-point value representing the spot exponent of the light. The initial value is 0.
#GL_SPOT_CUTOFF
-
Returns a single floating-point value representing the spot cutoff angle of the light. The initial value is 180.
#GL_CONSTANT_ATTENUATION
-
Returns a single floating-point value representing the constant (not distance-related) attenuation
of the light. The initial value is 1.
#GL_LINEAR_ATTENUATION
-
Returns a single floating-point value representing the linear attenuation of the light. The initial value is 0.
#GL_QUADRATIC_ATTENUATION
-
Returns a single floating-point value representing the quadratic attenuation of the light. The initial value is 0.
It is always the case that #GL_LIGHT
i = #GL_LIGHT0
+ i.
Please consult an OpenGL reference manual for more information.