modules/graphics/src/main/java/com/sun/javafx/sg/prism/NGShape3D.java

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@@ -110,11 +110,11 @@
         if (g.getLights() == null || g.getLights()[0] == null) {
             // If no lights are in scene apply default light. Default light
             // is a single point white point light at camera eye position.
             meshView.setAmbientLight(0.0f, 0.0f, 0.0f);
             Vec3d cameraPos = g.getCameraNoClone().getPositionInWorld(null);
-            meshView.setPointLight(pointLightIdx++,
+            meshView.setPointLight(pointLightIdx++, g.getPixelScaleFactor(),
                                    (float)cameraPos.x,
                                    (float)cameraPos.y,
                                    (float)cameraPos.z,
                                    1.0f, 1.0f, 1.0f, 1.0f);
         } else {

@@ -149,11 +149,11 @@
 //                    intensity *= attenuationFactor;
                     if (lightBase instanceof NGPointLight) {
                         NGPointLight light = (NGPointLight)lightBase;
                         if (rL != 0.0f || gL != 0.0f || bL != 0.0f) {
                             Affine3D lightWT = light.getWorldTransform();
-                            meshView.setPointLight(pointLightIdx++,
+                            meshView.setPointLight(pointLightIdx++, g.getPixelScaleFactor(),
                                     (float)lightWT.getMxt(),
                                     (float)lightWT.getMyt(),
                                     (float)lightWT.getMzt(),
                                     rL, gL, bL, 1.0f);
                         }

@@ -171,11 +171,11 @@
             meshView.setAmbientLight(ambientRed, ambientGreen, ambientBlue);
         }
         // TODO: 3D Required for D3D implementation of lights, which is limited to 3
         while (pointLightIdx < 3) {
                 // Reset any previously set lights
-                meshView.setPointLight(pointLightIdx++, 0, 0, 0, 0, 0, 0, 0);
+                meshView.setPointLight(pointLightIdx++, 0, 0, 0, 0, 0, 0, 0, 0);
         }
 
         meshView.render(g);
     }