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authorvictorfisac <victorfisac@gmail.com>2016-05-30 19:55:13 +0200
committervictorfisac <victorfisac@gmail.com>2016-05-30 19:55:13 +0200
commitb0a0c5d4312d05d460cdd12f6af12321b0a55e66 (patch)
tree4f0b5967634052260873fd47f3b9d2418690cdcd /src/models.c
parentf2d61d4043850e89b2d2cb7bacffe628aef0b981 (diff)
downloadraylib-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.c3
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);
}