No comment. Sorry.
asPrimitiveLight
Convert the receiver into a B3DPrimitiveLight
transformedBy:
computeAttenuationFor:
computeDirectionTo:
shadeVertexBuffer:with:into:
Overridden for simplicity and speed
hasDiffusePart
Return true if the receiver contains a diffuse part in its color
hasSpecularPart
Return true if the receiver contains a specular part in its color