+ glLightfv(l, GL_POSITION, &position.x);
+ glLightfv(l, GL_SPOT_DIRECTION, &spot_dir.x);
+ glLightf(l, GL_SPOT_EXPONENT, spot_exp);
+ glLightf(l, GL_SPOT_CUTOFF, spot_cutoff);
+ glLightf(l, GL_CONSTANT_ATTENUATION, attenuation[0]);
+ glLightf(l, GL_LINEAR_ATTENUATION, attenuation[1]);
+ glLightf(l, GL_QUADRATIC_ATTENUATION, attenuation[2]);