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White Scorpion

OpenGL OpenGL lighting materials

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Hey guys. Since cpp-home has been down for a few days, I must rely on you guys. I have been trying to learn the OGL API for a few days now. I am now learning how to properly light objects (the basics) but I have a question. How should rendering code be designed in an OGL application ? I thought that a simple system like this one would work, but I'm not sure.
struct Position
{
    Position( ) : x(0.0f), y(0.0f), z(0.0f) { }
    GLfloat x, y, z;
};

class CObject
{
    public:
        CObject(GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
        void SetColor(GLfloat, GLfloat, GLfloat);
        void SetPosition(GLfloat, GLfloata, GLfloat);
        void Render( );
    private:
        Position m_Position;
        GLfloat m_Color[3];
};

CObject::CObject(GLfloat x, GLfloat y, GLfloat z, GLfloat r, GLfloat g, GLfloat b)
{
    m_Position.x = x;
    m_Position.y = y;
    m_Position.z = z;
    m_Color[0] = r;
    m_Color[1] = g;
    m_Color[2] = b;
}

void CObject::SetColor(GLfloat r, GLfloat g, GLfloat b)
{
    m_Color[0] = r;
    m_Color[1] = g;
    m_Color[2] = b;
}

void CObject::SetPosition(GLfloat x, GLfloat y, GLfloat z)
{
    m_Position.x = x;
    m_Position.y = y;
    m_Position.z = z;
}

void CObject::Render( )
{
    glPushMatrix( );
        glTranslatef(m_Position.x, m_Position.y, m_Position.z);
        glMaterialfv(GL_FRONT, GL_DIFFUSE, m_Color);
        // whatever you need to draw...
    glPopMatrix( );
}
Any suggestion, comment is welcome.

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You need a fourth color component in your diffuse color array, other than that, you should be fine.
My suggestion would be to add support for shininess (1 float), emission, specular and ambient :)

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