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authorvictorfisac <victorfisac@gmail.com>2016-05-20 17:18:07 +0200
committervictorfisac <victorfisac@gmail.com>2016-05-20 17:18:07 +0200
commit30c8058fca39e4d6566b2fc06ae2498c48c00717 (patch)
treeddb098820e68445b85939df2dffb16786b31295d /src/models.c
parentc60cc9ee182dfcb090a2d4f3ab7ac6b397b53e9b (diff)
downloadraylib-30c8058fca39e4d6566b2fc06ae2498c48c00717.tar.gz
raylib-30c8058fca39e4d6566b2fc06ae2498c48c00717.zip
Add standard lighting (1/3)
- Ambient and lambert lighting added. - Ambient and diffuse colors linked to standard shader. - Single light linked to standard shader. - LoadStandardMaterial() and depending functions added.
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/models.c b/src/models.c
index 414f6716..2629dffd 100644
--- a/src/models.c
+++ b/src/models.c
@@ -732,13 +732,13 @@ Material LoadDefaultMaterial(void)
return material;
}
-// Load standard material (uses standard models shader)
+// Load standard material (uses material attributes and lighting shader)
// NOTE: Standard shader supports multiple maps and lights
Material LoadStandardMaterial(void)
{
Material material = LoadDefaultMaterial();
- //material.shader = GetStandardShader();
+ material.shader = GetStandardShader();
return material;
}
@@ -1240,7 +1240,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
//Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
- model.material.colDiffuse = tint;
+ // model.material.colDiffuse = tint;
rlglDrawMesh(model.mesh, model.material, model.transform);
}