No comment. Sorry.
loadPrimitiveLightSource
loadPrimitiveVertex
Load the necessary values from the current primitive vertex
storePrimitiveVertex
Store the computed output color back into the current primitive vertex. Clamp the r,g,b,a part to be in the range 0-255.
fetchLightSource:ofObject:
Fetch the primitive light source from the given array. Note: No checks are done within here - that happened in stackLightArrayValue:
stackLightArrayValue:
Load an Array of B3DPrimitiveLights from the given stack index
stackMaterialValue:
Load a B3DMaterial from the given stack index
b3dShadeVertexBuffer
Primitive. Shade all the vertices in the vertex buffer using the given array of primitive light sources. Return true on success.
b3dShaderVersion
Return the current shader version.
addPart:from:trackFlag:scale:
Add the given light part to the output color, scaled by the given scale factor. If the given flag is set in vbFlags then load the part from the primitive vertex
computeAttenuation
Compute the attenuation for the current light and vertex
computeDirection
Compute the direction for the current light and vertex
computeSpecularDirection
Computes l2vSpecDir _ l2vSpecDir - vtx position safelyNormalized.
computeSpotFactor
Compute the spot factor for a spot light
dotProductOfFloat:withDouble:
inverseLengthOfDouble:
inverseLengthOfFloat:
shadeVertex
declareCVarsIn:
Note: This method must be implemented by all subclasses to declare variables.