I have seen your code and more or less your code and I have more or less the same thing. But nope, still dark red....
¿what am I doing wrong?
¿What channels do i need to set?¿Maybe I have to do something with the Texture Enviroment?
Code: Select all
GXLightObj light;
GXColor clight = {L->GetColor()[0]*255, L->GetColor()[1]*255, L->GetColor()[2]*255, L->GetColor()[3]*255};
Vector light_pos = {L->GetPosition()[0]*255,L->GetPosition()[1]*255,L->GetPosition()[2]*255};
GX_InitLightPosv(&light,&light_pos);
GX_InitLightColor(&light,clight);
GX_LoadLightObj(&light,GX_LIGHT0);
GX_SetNumChans(1);
GX_SetChanCtrl(GX_COLOR0A0, GX_ENABLE,GX_SRC_REG,GX_SRC_VTX,GX_LIGHT0,GX_DF_CLAMP,GX_AF_NONE);
GXColor Ambiente = {128,128,128};
GX_SetChanAmbColor(GX_COLOR0A0, Ambiente);
I am not multiplying light_pos because I am using an orthogonal view, ¿do I have to multiply it by something?¿If so, what with?
So many questions... I'm so sorry
Thanks in advance