Instance Property

lightModelTwoSided

A Boolean value that indicates whether lighting is calculated for both sides of a primitive.

Declaration

var lightModelTwoSided: GLboolean { get set }

Discussion

If the value is GL_TRUE and the back face of a primitive is being rendered, the lighting values are calculated by negating the surface normals for the primitive. If the value is GL_FALSE, then the facing of the primitive is ignored when performing the lighting calculation. The default value is GL_FALSE.

Setting the value of this property to GL_TRUE may impact performance. Only use two-sided lighting when either side of a primitive could theoretically be visible to the camera.

See Also

Configuring Lights

var lightingType: GLKLightingType

The strategy the effect uses to calculate light values at each fragment. See GLKLightingType.

var material: GLKEffectPropertyMaterial

The material properties used when calculating the light values for a rendered primitive.

var lightModelAmbientColor: GLKVector4

The ambient color applied to all primitives rendered by the effect.

var light0: GLKEffectPropertyLight

The lighting properties for the first light in the scene.

var light1: GLKEffectPropertyLight

The lighting properties for the second light in the scene.

var light2: GLKEffectPropertyLight

The lighting properties for the third light in the scene.