DISPLAY
to get the host and display number on which to open the window.
Experiment with the opengl lighting model
lightlab
This program lets you set the colors and positions of three GTK light sources, and watch the effect that has on a simple 3D scene.
Here is a quick overview of OpenGL lighting concepts. If this isn't enough for you, check the man pages, or get a book on OpenGL, such as the one mentioned below.
Lights have three colors associated with them, and so do objects. The color of a surface in a scene is determined by the combination of the colors of the surface and the colors of the lights shining on it.
Light so scattered it can be considered to come from every direction equally. If a light in the scene has ambient light set, then a uniform, non-positional light of that color will hit all objects.
Directional lighting that will reflect from surfaces according to their normal vectors. Ambient light hitting a surface directly will be brigher than ambient light hitting at an angle.
Like diffuse lighting, but the light shines back in a particular direction, depending on the Shininess of the surface. The more shiny the surface, the more focused a specular reflection.
The X, Y, and Z positions of each light are divided by the "W" value (in this program, called "Divisor") to get the actual position. If the divisor is 0, then the distance is infinite, and the XYZ coordinate defines a vector pointing at an infinitely far light whose intensity does not decrease with distance (e.g., the sun.)
If the divisor is non-zero, then it specifies the distance of the light from the origin along the XYZ vector.
DISPLAY
to get the host and display number on which to open the window.
The latest version of
lightlab(1) can always be found at http://www.jwz.org/lightlab/
2 releases since Debian 3.0 (Woody); the text changed 1 time.