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| author | raysan5 <raysan5@gmail.com> | 2016-05-31 18:15:53 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-05-31 18:15:53 +0200 |
| commit | 302ec438dd8a5483e4fcf81d4bd80ac7d09e6a61 (patch) | |
| tree | 7094081f3536d7d16804bff90f5d2a002c11ce45 /src/rlgl.h | |
| parent | cac2a66debd0f2d3ef8195940f8e2744d539d19a (diff) | |
| download | raylib-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.h | 21 |
1 files changed, 10 insertions, 11 deletions
@@ -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) |
