- LightUnit &unit = LightUnit::get_unit(i);
- if(unit.set_light(this))
- {
- enable(GL_LIGHT0+unit.get_index());
- update_parameter(-1, unit.get_index());
- }
+void Light::Loader::attenuation(float c, float l, float q)
+{
+ obj.set_attenuation(c, l, q);
+}
+
+void Light::Loader::diffuse(float r, float g, float b)
+{
+ obj.set_diffuse(Color(r, g, b));
+}
+
+void Light::Loader::position(float x, float y, float z, float w)
+{
+ obj.set_position(Vector4(x, y, z, w));
+}
+
+void Light::Loader::specular(float r, float g, float b)
+{
+ obj.set_specular(Color(r, g, b));
+}
+
+void Light::Loader::spot_direction(float x, float y, float z)
+{
+ obj.set_spot_direction(Vector3(x, y, z));