+Light::~Light()
+{
+ while(LightUnit *unit = LightUnit::find_unit(this))
+ unbind_from(unit->get_index());
+}
+
+void Light::update_parameter(int mask, int index) const
+{
+ if(index<0)
+ {
+ LightUnit *unit = LightUnit::find_unit(this);
+ if(!unit)
+ return;
+
+ index = unit->get_index();
+ }
+
+ GLenum l = GL_LIGHT0+index;
+ if(mask&DIFFUSE)
+ glLightfv(l, GL_DIFFUSE, &diffuse.r);
+ if(mask&SPECULAR)
+ glLightfv(l, GL_SPECULAR, &specular.r);
+ if(mask&POSITION)
+ glLightfv(l, GL_POSITION, &position.x);
+ if(mask&SPOT_DIR)
+ glLightfv(l, GL_SPOT_DIRECTION, &spot_dir.x);
+ if(mask&SPOT_EXP)
+ glLightf(l, GL_SPOT_EXPONENT, spot_exp);
+ if(mask&SPOT_CUTOFF)
+ glLightf(l, GL_SPOT_CUTOFF, spot_cutoff);
+ if(mask&ATTENUATION)
+ {
+ glLightf(l, GL_CONSTANT_ATTENUATION, attenuation[0]);
+ glLightf(l, GL_LINEAR_ATTENUATION, attenuation[1]);
+ glLightf(l, GL_QUADRATIC_ATTENUATION, attenuation[2]);
+ }
+}
+