G3D_CULL_FACE = 1,
G3D_DEPTH_TEST = 2, /* XXX not implemented */
G3D_LIGHTING = 4,
- G3D_TEXTURE = 8,
+ G3D_LIGHT0 = 8,
+ G3D_LIGHT1 = 16,
+ G3D_LIGHT2 = 32,
+ G3D_LIGHT3 = 64,
+ G3D_TEXTURE = 128,
G3D_ALL = 0x7fffffff
};
const float *g3d_get_matrix(int which, float *m);
+void g3d_light_pos(int idx, float x, float y, float z);
+void g3d_light_color(int idx, float r, float g, float b);
+
+void g3d_light_ambient(float r, float g, float b);
+
+void g3d_mtl_diffuse(float r, float g, float b);
+void g3d_mtl_specular(float r, float g, float b);
+void g3d_mtl_shininess(float shin);
+
void g3d_draw(int prim, const struct g3d_vertex *varr, int varr_size);
void g3d_draw_indexed(int prim, const struct g3d_vertex *varr, int varr_size,
const int16_t *iarr, int iarr_size);