In this section, we're going to talk about a directional light. We are advancing quite a bit now into the different lighting mechanics that you can use in OpenGL. We've looked at lighting maps, to be able to shine a light and have it affect an object differently depending on what sort of material a particular object or a particular part of the object is.
We've looked at other basic material and basic lighting, but there are a few main types of lights that you can use in your game, such as directional lights, point lights, and spotlights. We'll be covering point lights and spotlights in later sections; but directional lights are the most basic version of lights in 3D graphics, in general:
So, as you can see in the preceding diagram, there are arrows coming from some sort of light source. A directional light doesn't have an origin, or more precisely, a position, because the light source is infinitely far away.
So, for example, you had five cubes. Irrespective...