' X- P9 F* T( C' M4 M! v pLight->Diffuse.r *= 1.2f;7 U3 J: n# G; e5 I% k
pLight->Diffuse.g *= 1.2f; ' _8 T8 o' W8 L. z R pLight->Diffuse.b *= 1.2f; 7 t4 n$ e9 W& o3 y1 O 0 Y, i* k* R/ m8 Y pLight->Ambient.r *= 0.8f;+ c' _9 w6 S* |0 Q) e* O
pLight->Ambient.g *= 0.8f; . z4 E' S1 E& p pLight->Ambient.b *= 0.8f;4 `1 G& `% h. P
# @: d" G& J. L memcpy( &m_light, pLight, sizeof( m_light ) ); 3 g; [$ m8 L9 D( k% T8 Q# A+ l( U1 Y3 ^- l2 d5 \6 g
D3DXVECTOR3 vecSun = D3DXVECTOR3( 0.0f, 0.5f,0.5f);- A' Q% I$ K4 r0 }6 C
D3DXVec3Normalize(&(vecSun),&(vecSun));7 G0 z+ Q% n/ @
pLight->SetDir( -vecSun.x, -vecSun.y, -vecSun.z ); ' ~, S" z+ {9 A
pLight->Appear( m_pd3dDevice, TRUE );- O, {# G9 m3 s$ r e+ W! l' m7 n- ~