OpenSceneGraph/doc/doc++/osg/Light.html
2001-09-19 21:19:47 +00:00

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<TITLE>class SG_EXPORT osg::Light</TITLE>
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::Light</A></H2></H2><BLOCKQUOTE>Light state class which encapsulates OpenGL glLight() functionality</BLOCKQUOTE>
<HR>
<H2>Inheritance:</H2>
<APPLET CODE="ClassGraph.class" WIDTH=600 HEIGHT=125>
<param name=classes value="CReferenced,MReferenced.html,CObject,MObject.html,CStateAttribute,MStateAttribute.html,CLight,MLight.html">
<param name=before value="M,M,M,M">
<param name=after value="Md_SPSP,Md_SP,Md_,M">
<param name=indent value="0,1,2,3">
<param name=arrowdir value="down">
</APPLET>
<HR>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.41.1">Light</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <!1><A HREF="Object.html">Object</A>* <B><A HREF="#DOC.2.41.2">clone</A></B>() const
<DD><I>return a shallow copy of a node, with Object* return type</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual bool <B><A HREF="#DOC.2.41.3">isSameKindAs</A></B>(const <!1><A HREF="Object.html">Object</A>* obj) const
<DD><I>return true if this and obj are of the same kind of object</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const char* <B><A HREF="#DOC.2.41.4">className</A></B>() const
<DD><I>return the name of the node's class type</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> <B><A HREF="#DOC.2.41.5">getType</A></B>() const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.41.6">setStateSetModes</A></B>(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.7">on</A></B>()
<DD><I> Turn the light on.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.8">off</A></B>()
<DD><I> Turn the light off.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual void <B><A HREF="#DOC.2.41.9">apply</A></B>(<!1><A HREF="State.html">State</A>&amp; state) const
<DD><I>Apply the light's state to the OpenGL state machine.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.10">setAmbient</A></B>( const <!1><A HREF="Vec4.html">Vec4</A>&amp; ambient )
<DD><I>Set the ambient component of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.41.11">getAmbient</A></B>() const
<DD><I>Get the ambient component of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.12">setDiffuse</A></B>( const <!1><A HREF="Vec4.html">Vec4</A>&amp; diffuse )
<DD><I>Set the diffuse component of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.41.13">getDiffuse</A></B>() const
<DD><I>Get the diffuse component of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.14">setSpecular</A></B>( const <!1><A HREF="Vec4.html">Vec4</A>&amp; specular )
<DD><I>Set the specular component of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.41.15">getSpecular</A></B>() const
<DD><I>Get the specular component of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.16">setPosition</A></B>( const <!1><A HREF="Vec4.html">Vec4</A>&amp; position )
<DD><I>Set the position of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.41.17">getPosition</A></B>() const
<DD><I>Get the position of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.18">setDirection</A></B>( const <!1><A HREF="Vec3.html">Vec3</A>&amp; direction )
<DD><I>Set the direction of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; <B><A HREF="#DOC.2.41.19">getDirection</A></B>() const
<DD><I>Get the direction of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.20">setConstantAttenuation</A></B>( const float constant_attenuation )
<DD><I>Set the constant attenuation of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.41.21">getConstantAttenuation</A></B>() const
<DD><I>Get the constant attenuation of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.22">setLinearAttenuation</A></B>( const float linear_attenuation )
<DD><I>Set the linear attenuation of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.41.23">getLinearAttenuation</A></B>() const
<DD><I>Get the linear attenuation of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.24">setQuadraticAttenuation</A></B>( const float quadratic_attenuation )
<DD><I>Set the quadratic attenuation of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.41.25">getQuadraticAttenuation</A></B>() const
<DD><I>Get the quadratic attenuation of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.26">setSpotExponent</A></B>( const float spot_exponent )
<DD><I>Set the spot exponent of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.41.27">getSpotExponent</A></B>() const
<DD><I>Get the spot exponent of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.41.28">setSpotCutoff</A></B>( const float spot_cutoff )
<DD><I>Set the spot cutoff of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const float <B><A HREF="#DOC.2.41.29">getSpotCutoff</A></B>() const
<DD><I>Get the spot cutoff of the light.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.41.30">captureLightState</A></B>()
<DD><I> Capture the lighting settings of the current OpenGL state and store them in this object</I>
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>int <B><A HREF="#DOC.2.41.33">_lightnum</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.41.34">_on</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.41.35">_ambient</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.41.36">_diffuse</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.41.37">_specular</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.41.38">_position</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.41.39">_direction</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.41.40">_constant_attenuation</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.41.41">_linear_attenuation</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.41.42">_quadratic_attenuation</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.41.43">_spot_exponent</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.41.44">_spot_cutoff</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>static int <B><A HREF="#DOC.2.41.45">_currentLightNum</A></B>
</DL></P>
<P><DL>
<DT><H3>Protected Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>virtual <B><A HREF="#DOC.2.41.31">~Light</A></B>()
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>void <B><A HREF="#DOC.2.41.32">init</A></B>()
<DD><I>Initialize the light's settings with some decent defaults.</I>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="StateAttribute.html">StateAttribute</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>virtual void <B>compile</B>(<!1><A HREF="State.html">State</A>&amp;) const
</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>typedef GLenum <B>GLMode</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>GLModeValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>typedef unsigned int <B>OverrideValue</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Values</B>
<DT>
<IMG ALT="o" SRC=icon2.gif>enum <B>Type</B>
</DL></P>
</DL>
<HR><H3>Inherited from <A HREF="Object.html">Object</A>:</H3>
<DL>
</DL>
<HR><H3>Inherited from <A HREF="Referenced.html">Referenced</A>:</H3>
<DL>
<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>inline <!1><A HREF="Referenced.html">Referenced</A>&amp; <B>operator = </B>(<!1><A HREF="Referenced.html">Referenced</A>&amp;)
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>ref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline void <B>unref</B>() const
<DT>
<IMG ALT="o" SRC=icon2.gif>inline const int <B>referenceCount</B>() const
</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
<IMG ALT="o" SRC=icon2.gif>mutable int <B>_refCount</B>
</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>Light state class which encapsulates OpenGL glLight() functionality</BLOCKQUOTE>
<DL>
<A NAME="Light"></A>
<A NAME="DOC.2.41.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Light()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="clone"></A>
<A NAME="DOC.2.41.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual <!1><A HREF="Object.html">Object</A>* clone() const </B></TT>
<DD>return a shallow copy of a node, with Object* return type
<DL><DT><DD></DL><P>
<A NAME="isSameKindAs"></A>
<A NAME="DOC.2.41.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual bool isSameKindAs(const <!1><A HREF="Object.html">Object</A>* obj) const </B></TT>
<DD>return true if this and obj are of the same kind of object
<DL><DT><DD></DL><P>
<A NAME="className"></A>
<A NAME="DOC.2.41.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const char* className() const </B></TT>
<DD>return the name of the node's class type
<DL><DT><DD></DL><P>
<A NAME="getType"></A>
<A NAME="DOC.2.41.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual const <!1><A HREF="StateAttribute.html#DOC.2.73.5">Type</A> getType() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="setStateSetModes"></A>
<A NAME="DOC.2.41.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void setStateSetModes(<!1><A HREF="StateSet.html">StateSet</A>&amp; ds, const <!1><A HREF="StateAttribute.html#DOC.2.73.2">GLModeValue</A> value) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="on"></A>
<A NAME="DOC.2.41.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void on()</B></TT>
<DD>
Turn the light on.
Calling this method doesn't directly affect OpenGL's lighting mode.
<DL><DT><DD></DL><P>
<A NAME="off"></A>
<A NAME="DOC.2.41.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void off()</B></TT>
<DD>
Turn the light off.
Calling this method doesn't directly affect OpenGL's lighting mode.
<DL><DT><DD></DL><P>
<A NAME="apply"></A>
<A NAME="DOC.2.41.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual void apply(<!1><A HREF="State.html">State</A>&amp; state) const </B></TT>
<DD>Apply the light's state to the OpenGL state machine.
<DL><DT><DD></DL><P>
<A NAME="setAmbient"></A>
<A NAME="DOC.2.41.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setAmbient( const <!1><A HREF="Vec4.html">Vec4</A>&amp; ambient )</B></TT>
<DD>Set the ambient component of the light.
<DL><DT><DD></DL><P>
<A NAME="getAmbient"></A>
<A NAME="DOC.2.41.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; getAmbient() const </B></TT>
<DD>Get the ambient component of the light.
<DL><DT><DD></DL><P>
<A NAME="setDiffuse"></A>
<A NAME="DOC.2.41.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setDiffuse( const <!1><A HREF="Vec4.html">Vec4</A>&amp; diffuse )</B></TT>
<DD>Set the diffuse component of the light.
<DL><DT><DD></DL><P>
<A NAME="getDiffuse"></A>
<A NAME="DOC.2.41.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; getDiffuse() const </B></TT>
<DD>Get the diffuse component of the light.
<DL><DT><DD></DL><P>
<A NAME="setSpecular"></A>
<A NAME="DOC.2.41.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setSpecular( const <!1><A HREF="Vec4.html">Vec4</A>&amp; specular )</B></TT>
<DD>Set the specular component of the light.
<DL><DT><DD></DL><P>
<A NAME="getSpecular"></A>
<A NAME="DOC.2.41.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; getSpecular() const </B></TT>
<DD>Get the specular component of the light.
<DL><DT><DD></DL><P>
<A NAME="setPosition"></A>
<A NAME="DOC.2.41.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setPosition( const <!1><A HREF="Vec4.html">Vec4</A>&amp; position )</B></TT>
<DD>Set the position of the light.
<DL><DT><DD></DL><P>
<A NAME="getPosition"></A>
<A NAME="DOC.2.41.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec4.html">Vec4</A>&amp; getPosition() const </B></TT>
<DD>Get the position of the light.
<DL><DT><DD></DL><P>
<A NAME="setDirection"></A>
<A NAME="DOC.2.41.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setDirection( const <!1><A HREF="Vec3.html">Vec3</A>&amp; direction )</B></TT>
<DD>Set the direction of the light.
<DL><DT><DD></DL><P>
<A NAME="getDirection"></A>
<A NAME="DOC.2.41.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="Vec3.html">Vec3</A>&amp; getDirection() const </B></TT>
<DD>Get the direction of the light.
<DL><DT><DD></DL><P>
<A NAME="setConstantAttenuation"></A>
<A NAME="DOC.2.41.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setConstantAttenuation( const float constant_attenuation )</B></TT>
<DD>Set the constant attenuation of the light.
<DL><DT><DD></DL><P>
<A NAME="getConstantAttenuation"></A>
<A NAME="DOC.2.41.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getConstantAttenuation() const </B></TT>
<DD>Get the constant attenuation of the light.
<DL><DT><DD></DL><P>
<A NAME="setLinearAttenuation"></A>
<A NAME="DOC.2.41.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setLinearAttenuation( const float linear_attenuation )</B></TT>
<DD>Set the linear attenuation of the light.
<DL><DT><DD></DL><P>
<A NAME="getLinearAttenuation"></A>
<A NAME="DOC.2.41.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getLinearAttenuation() const </B></TT>
<DD>Get the linear attenuation of the light.
<DL><DT><DD></DL><P>
<A NAME="setQuadraticAttenuation"></A>
<A NAME="DOC.2.41.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setQuadraticAttenuation( const float quadratic_attenuation )</B></TT>
<DD>Set the quadratic attenuation of the light.
<DL><DT><DD></DL><P>
<A NAME="getQuadraticAttenuation"></A>
<A NAME="DOC.2.41.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getQuadraticAttenuation() const </B></TT>
<DD>Get the quadratic attenuation of the light.
<DL><DT><DD></DL><P>
<A NAME="setSpotExponent"></A>
<A NAME="DOC.2.41.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setSpotExponent( const float spot_exponent )</B></TT>
<DD>Set the spot exponent of the light.
<DL><DT><DD></DL><P>
<A NAME="getSpotExponent"></A>
<A NAME="DOC.2.41.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getSpotExponent() const </B></TT>
<DD>Get the spot exponent of the light.
<DL><DT><DD></DL><P>
<A NAME="setSpotCutoff"></A>
<A NAME="DOC.2.41.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setSpotCutoff( const float spot_cutoff )</B></TT>
<DD>Set the spot cutoff of the light.
<DL><DT><DD></DL><P>
<A NAME="getSpotCutoff"></A>
<A NAME="DOC.2.41.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const float getSpotCutoff() const </B></TT>
<DD>Get the spot cutoff of the light.
<DL><DT><DD></DL><P>
<A NAME="captureLightState"></A>
<A NAME="DOC.2.41.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void captureLightState()</B></TT>
<DD>
Capture the lighting settings of the current OpenGL state
and store them in this object
<DL><DT><DD></DL><P>
<A NAME="~Light"></A>
<A NAME="DOC.2.41.31"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>virtual ~Light()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="init"></A>
<A NAME="DOC.2.41.32"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>void init()</B></TT>
<DD>Initialize the light's settings with some decent defaults.
<DL><DT><DD></DL><P>
<A NAME="_lightnum"></A>
<A NAME="DOC.2.41.33"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>int _lightnum</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_on"></A>
<A NAME="DOC.2.41.34"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool _on</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_ambient"></A>
<A NAME="DOC.2.41.35"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _ambient</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_diffuse"></A>
<A NAME="DOC.2.41.36"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _diffuse</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_specular"></A>
<A NAME="DOC.2.41.37"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _specular</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_position"></A>
<A NAME="DOC.2.41.38"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec4.html">Vec4</A> _position</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_direction"></A>
<A NAME="DOC.2.41.39"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Vec3.html">Vec3</A> _direction</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_constant_attenuation"></A>
<A NAME="DOC.2.41.40"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _constant_attenuation</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_linear_attenuation"></A>
<A NAME="DOC.2.41.41"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _linear_attenuation</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_quadratic_attenuation"></A>
<A NAME="DOC.2.41.42"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _quadratic_attenuation</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_spot_exponent"></A>
<A NAME="DOC.2.41.43"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _spot_exponent</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_spot_cutoff"></A>
<A NAME="DOC.2.41.44"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _spot_cutoff</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_currentLightNum"></A>
<A NAME="DOC.2.41.45"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>static int _currentLightNum</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
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