Program: 163751
Project: 163751
Buggy source:
/** 
 * Sets up an ambient and directional light using OpenGL. API takef from PGraphics3D. <PRE> The Lighting Skinny: The way lighting works is complicated enough that it's worth producing a document to describe it. Lighting calculations proceed pretty much exactly as described in the OpenGL red book. Light-affecting material properties: AMBIENT COLOR - multiplies by light's ambient component - for believability this should match diffuse color DIFFUSE COLOR - multiplies by light's diffuse component SPECULAR COLOR - multiplies by light's specular component - usually less colored than diffuse/ambient SHININESS - the concentration of specular effect - this should be set pretty high (20-50) to see really noticeable specularity EMISSIVE COLOR - constant additive color effect Light types: AMBIENT - one color - no specular color - no direction - may have falloff (constant, linear, and quadratic) - may have position (which matters in non-constant falloff case) - multiplies by a material's ambient reflection DIRECTIONAL - has diffuse color - has specular color - has direction - no position - no falloff - multiplies by a material's diffuse and specular reflections POINT - has diffuse color - has specular color - has position - no direction - may have falloff (constant, linear, and quadratic) - multiplies by a material's diffuse and specular reflections SPOT - has diffuse color - has specular color - has position - has direction - has cone angle (set to half the total cone angle) - has concentration value - may have falloff (constant, linear, and quadratic) - multiplies by a material's diffuse and specular reflections Normal modes: All of the primitives (rect, box, sphere, etc.) have their normals set nicely. During beginShape/endShape normals can be set by the user. AUTO-NORMAL - if no normal is set during the shape, we are in auto-normal mode - auto-normal calculates one normal per triangle (face-normal mode) SHAPE-NORMAL - if one normal is set during the shape, it will be used for all vertices VERTEX-NORMAL - if multiple normals are set, each normal applies to subsequent vertices - (except for the first one, which applies to previous and subsequent vertices) Efficiency consequences: There is a major efficiency consequence of position-dependent lighting calculations per vertex. (See below for determining whether lighting is vertex position-dependent.) If there is no position dependency then the only factors that affect the lighting contribution per vertex are its colors and its normal. There is a major efficiency win if 1) lighting is not position dependent 2) we are in AUTO-NORMAL or SHAPE-NORMAL mode because then we can calculate one lighting contribution per shape (SHAPE-NORMAL) or per triangle (AUTO-NORMAL) and simply multiply it into the vertex colors. The converse is our worst-case performance when 1) lighting is position dependent 2) we are in AUTO-NORMAL mode because then we must calculate lighting per-face * per-vertex. Each vertex has a different lighting contribution per face in which it appears. Yuck. Determining vertex position dependency: If any of the following factors are TRUE then lighting is vertex position dependent: 1) Any lights uses non-constant falloff 2) There are any point or spot lights 3) There is a light with specular color AND there is a material with specular color So worth noting is that default lighting (a no-falloff ambient and a directional without specularity) is not position-dependent. We should capitalize. Simon Greenwold, April 2005 </PRE>
 */
public void lights(){
  lights=true;
  gl.glEnable(GL10.GL_LIGHTING);
  int colorModeSaved=colorMode;
  colorMode=RGB;
  lightFalloff(1,0,0);
  lightSpecular(0,0,0);
  ambientLight(colorModeX * 0.5f,colorModeY * 0.5f,colorModeZ * 0.5f);
  directionalLight(colorModeX * 0.5f,colorModeY * 0.5f,colorModeZ * 0.5f,0,0,-1);
  colorMode=colorModeSaved;
}

Fixed version (ground truth):
/** 
 * Sets up an ambient and directional light using OpenGL. API taken from PGraphics3D. <PRE> The Lighting Skinny: The way lighting works is complicated enough that it's worth producing a document to describe it. Lighting calculations proceed pretty much exactly as described in the OpenGL red book. Light-affecting material properties: AMBIENT COLOR - multiplies by light's ambient component - for believability this should match diffuse color DIFFUSE COLOR - multiplies by light's diffuse component SPECULAR COLOR - multiplies by light's specular component - usually less colored than diffuse/ambient SHININESS - the concentration of specular effect - this should be set pretty high (20-50) to see really noticeable specularity EMISSIVE COLOR - constant additive color effect Light types: AMBIENT - one color - no specular color - no direction - may have falloff (constant, linear, and quadratic) - may have position (which matters in non-constant falloff case) - multiplies by a material's ambient reflection DIRECTIONAL - has diffuse color - has specular color - has direction - no position - no falloff - multiplies by a material's diffuse and specular reflections POINT - has diffuse color - has specular color - has position - no direction - may have falloff (constant, linear, and quadratic) - multiplies by a material's diffuse and specular reflections SPOT - has diffuse color - has specular color - has position - has direction - has cone angle (set to half the total cone angle) - has concentration value - may have falloff (constant, linear, and quadratic) - multiplies by a material's diffuse and specular reflections Normal modes: All of the primitives (rect, box, sphere, etc.) have their normals set nicely. During beginShape/endShape normals can be set by the user. AUTO-NORMAL - if no normal is set during the shape, we are in auto-normal mode - auto-normal calculates one normal per triangle (face-normal mode) SHAPE-NORMAL - if one normal is set during the shape, it will be used for all vertices VERTEX-NORMAL - if multiple normals are set, each normal applies to subsequent vertices - (except for the first one, which applies to previous and subsequent vertices) Efficiency consequences: There is a major efficiency consequence of position-dependent lighting calculations per vertex. (See below for determining whether lighting is vertex position-dependent.) If there is no position dependency then the only factors that affect the lighting contribution per vertex are its colors and its normal. There is a major efficiency win if 1) lighting is not position dependent 2) we are in AUTO-NORMAL or SHAPE-NORMAL mode because then we can calculate one lighting contribution per shape (SHAPE-NORMAL) or per triangle (AUTO-NORMAL) and simply multiply it into the vertex colors. The converse is our worst-case performance when 1) lighting is position dependent 2) we are in AUTO-NORMAL mode because then we must calculate lighting per-face * per-vertex. Each vertex has a different lighting contribution per face in which it appears. Yuck. Determining vertex position dependency: If any of the following factors are TRUE then lighting is vertex position dependent: 1) Any lights uses non-constant falloff 2) There are any point or spot lights 3) There is a light with specular color AND there is a material with specular color So worth noting is that default lighting (a no-falloff ambient and a directional without specularity) is not position-dependent. We should capitalize. Simon Greenwold, April 2005 </PRE>
 */
public void lights(){
  enableLights();
  int colorModeSaved=colorMode;
  colorMode=RGB;
  lightFalloff(1,0,0);
  lightSpecular(0,0,0);
  ambientLight(colorModeX * 0.5f,colorModeY * 0.5f,colorModeZ * 0.5f);
  directionalLight(colorModeX * 0.5f,colorModeY * 0.5f,colorModeZ * 0.5f,0,0,-1);
  colorMode=colorModeSaved;
}