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| author | victorfisac <victorfisac@gmail.com> | 2016-05-30 19:55:13 +0200 |
|---|---|---|
| committer | victorfisac <victorfisac@gmail.com> | 2016-05-30 19:55:13 +0200 |
| commit | b0a0c5d4312d05d460cdd12f6af12321b0a55e66 (patch) | |
| tree | 4f0b5967634052260873fd47f3b9d2418690cdcd /src/models.c | |
| parent | f2d61d4043850e89b2d2cb7bacffe628aef0b981 (diff) | |
| download | raylib-b0a0c5d4312d05d460cdd12f6af12321b0a55e66.tar.gz raylib-b0a0c5d4312d05d460cdd12f6af12321b0a55e66.zip | |
Added tint color attribute to material data type
It tints all fragments, ignores lighting. Useful for some features like
feedback (damage color, ...).
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/models.c b/src/models.c index 90b752fd..092a43fc 100644 --- a/src/models.c +++ b/src/models.c @@ -751,6 +751,7 @@ Material LoadDefaultMaterial(void) //material.texNormal; // NOTE: By default, not set //material.texSpecular; // NOTE: By default, not set + material.colTint = WHITE; // Tint color material.colDiffuse = WHITE; // Diffuse color material.colAmbient = WHITE; // Ambient color material.colSpecular = WHITE; // Specular color @@ -1268,7 +1269,7 @@ 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.colTint = tint; rlglDrawMesh(model.mesh, model.material, model.transform); } |
