GLfloat spot_direction[]={#f-10:2:10#,#f-10:-2:10#,#f-10:10:10#}; glLightfv(GL_LIGHT0,GL_SPOT_DIRECTION,spot_direction); glLighti(GL_LIGHT0,GL_SPOT_CUTOFF,#e180:0:1:2:3:4:5:7:10:15:20:25:30:40:50:60:70:80:90#); glLighti(GL_LIGHT0,GL_SPOT_EXPONENT,#i0:0:128#); glLightf(GL_LIGHT0,GL_CONSTANT_ATTENUATION,#f0:1:5#); glLightf(GL_LIGHT0,GL_LINEAR_ATTENUATION,#f0:0:5#); glLightf(GL_LIGHT0,GL_QUADRATIC_ATTENUATION,#f0:0:5#);