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authorRay <raysan5@gmail.com>2016-05-30 23:25:18 +0200
committerRay <raysan5@gmail.com>2016-05-30 23:25:18 +0200
commit4b93349db575bedb48b8c13e95d37df1ec694387 (patch)
treeafcb06723fd9d4f4c0ae7b7d3e9a3f30e494ae1f /src/raylib.h
parentea5b00528b0cb1e5cc1e7169a195b75915c8607a (diff)
parent11cf455fe0d2c956043aa70f7d8256c4a339b430 (diff)
downloadraylib-4b93349db575bedb48b8c13e95d37df1ec694387.tar.gz
raylib-4b93349db575bedb48b8c13e95d37df1ec694387.zip
Merge pull request #122 from victorfisac/develop
Standard Lighting (3/3)
Diffstat (limited to 'src/raylib.h')
-rw-r--r--src/raylib.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/raylib.h b/src/raylib.h
index d0231be2..dfec956d 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -414,12 +414,12 @@ typedef struct Material {
Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
+ Color colTint; // Tint color
Color colDiffuse; // Diffuse color
Color colAmbient; // Ambient color
Color colSpecular; // Specular color
float glossiness; // Glossiness level (Ranges from 0 to 1000)
- float normalDepth; // Normal map depth
} Material;
// Model type
@@ -437,7 +437,7 @@ typedef struct LightData {
Vector3 position;
Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
- float attenuation; // Lost of light intensity with distance (world distance)
+ float radius; // Lost of light intensity with distance (world distance)
Color diffuse; // Light color
float intensity; // Light intensity level
@@ -803,6 +803,7 @@ const char *SubText(const char *text, int position, int length);
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
+void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires