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authorraysan5 <raysan5@gmail.com>2016-05-31 18:15:53 +0200
committerraysan5 <raysan5@gmail.com>2016-05-31 18:15:53 +0200
commit302ec438dd8a5483e4fcf81d4bd80ac7d09e6a61 (patch)
tree7094081f3536d7d16804bff90f5d2a002c11ce45 /src/rlgl.h
parentcac2a66debd0f2d3ef8195940f8e2744d539d19a (diff)
downloadraylib-302ec438dd8a5483e4fcf81d4bd80ac7d09e6a61.tar.gz
raylib-302ec438dd8a5483e4fcf81d4bd80ac7d09e6a61.zip
Removed colTint, tint color is colDiffuse
Tint color could be applied to colDiffuse... but what's the best way? Replace it? Multiply by? A point to think about...
Diffstat (limited to 'src/rlgl.h')
-rw-r--r--src/rlgl.h21
1 files changed, 10 insertions, 11 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index ccf2b36a..336f6019 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -201,8 +201,7 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
Texture2D texDiffuse; // Diffuse texture
Texture2D texNormal; // Normal texture
Texture2D texSpecular; // Specular texture
-
- Color colTint; // Tint color
+
Color colDiffuse; // Diffuse color
Color colAmbient; // Ambient color
Color colSpecular; // Specular color
@@ -212,18 +211,18 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
// Light type
typedef struct LightData {
- int id;
- int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
- bool enabled;
+ unsigned int id; // Light id
+ int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
+ bool enabled; // Light enabled
- Vector3 position;
- Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
- float radius; // Lost of light intensity with distance (world distance)
+ Vector3 position; // Light position
+ Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
+ float radius; // Light attenuation radius light intensity reduced with distance (world distance)
- Color diffuse; // Use Vector3 diffuse
- float intensity;
+ Color diffuse; // Light diffuse color
+ float intensity; // Light intensity level
- float coneAngle; // Spot light max angle
+ float coneAngle; // Light cone max angle: LIGHT_SPOT
} LightData, *Light;
// Color blending modes (pre-defined)