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Local light for nicer looks :)
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@ -52,8 +52,10 @@ namespace Examples.Tutorial
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GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.AMBIENT, new float[] { 0.3f, 0.3f, 0.3f, 1.0f });
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GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.DIFFUSE, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.SPECULAR, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.SPOT_EXPONENT, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.LightModelv(GL.Enums.LightModelParameter.LIGHT_MODEL_AMBIENT, new float[] { 0.2f, 0.2f, 0.2f, 1.0f });
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GL.LightModel(GL.Enums.LightModelParameter.LIGHT_MODEL_TWO_SIDE, 1);
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GL.LightModel(GL.Enums.LightModelParameter.LIGHT_MODEL_LOCAL_VIEWER, 1);
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GL.Enable(GL.Enums.EnableCap.LIGHTING);
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GL.Enable(GL.Enums.EnableCap.LIGHT0);
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@ -118,7 +120,9 @@ namespace Examples.Tutorial
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else
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x_angle += 0.5f;
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zoom = Mouse.Wheel * 0.5f;
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// zoom = Mouse.Wheel * 0.5f; // Mouse.Wheel is broken on both Linux and Windows.
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if (Mouse[OpenTK.Input.MouseButton.Right])
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zoom += Mouse.YDelta;
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// Do not leave x_angle drift too far away, as this will cause inaccuracies.
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if (x_angle > 360.0f)
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