I am currently learning OpenGL using lwjgl. I created a Box that is built of vertices. I also created a light class that should set the parameters of the light and finally enable the light.
I could get the light working but there is one problem. If I rotate the Box around any axis the light does not update the surface of the box. That means:
If my light is in front of my box... the frontside of my box is white and the backside of my box is dark. If I rotate my Box around 180° my new frontside should be white and my old frontside(now it is the backside) should be dark. BUT it is not! Why? Do I need to create the light on every time I render my scene again?
Here is my Code to create the light:
//creating buffers
FloatBuffer matSpecular = BufferUtils.createFloatBuffer(4);
matSpecular.put(1.0f).put(1.0f).put(1.0f).put(1.0f).flip();
FloatBuffer lightPosition = BufferUtils.createFloatBuffer(4);
lightPosition.put(1.0f).put(1.0f).put(1.0f).put(0.0f).flip();
FloatBuffer whiteLight = BufferUtils.createFloatBuffer(4);
whiteLight.put(1.0f).put(1.0f).put(1.0f).put(1.0f).flip();
FloatBuffer lModelAmbient = BufferUtils.createFloatBuffer(4);
lModelAmbient.put(0.5f).put(0.5f).put(0.5f).put(1.0f).flip();
//-----------------
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_SPECULAR, matSpecular);
GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS, 50.0f);
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, lightPosition);
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_SPECULAR, whiteLight);
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_DIFFUSE, whiteLight);
GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, lModelAmbient);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_LIGHT0);
GL11.glEnable(GL11.GL_COLOR_MATERIAL);
GL11.glColorMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE);
And this is how i create draw my box:
GL11.glPushMatrix();
GL11.glLoadIdentity();
GL11.glTranslatef(_position.x, _position.y, _position.z);
GL11.glRotatef(_rotation, 0, 0, 1);
GL11.glRotatef(_rotation, 0, 1, 0);
GL11.glColor3f(1f, 1f, 1f);
GL11.glBegin(GL11.GL_TRIANGLES);
for(int index : cubeIndices)
{
Vector3f vertex = _vertices[index];
GL11.glVertex3f(vertex.x, vertex.y, vertex.z);
}
GL11.glEnd();
GL11.glPopMatrix();