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authorraysan5 <raysan5@gmail.com>2016-07-06 20:33:46 +0200
committerraysan5 <raysan5@gmail.com>2016-07-06 20:33:46 +0200
commit7cefbd8a947551f6c63dba88117099d6c0f4998b (patch)
treedae0c3d860df39b63d025a9c70e1b12a9a5f3c16 /src/rlgl.h
parente2a3a52ad6acaacf8c839fcefd405ff3258dcad9 (diff)
downloadraylib-7cefbd8a947551f6c63dba88117099d6c0f4998b.tar.gz
raylib-7cefbd8a947551f6c63dba88117099d6c0f4998b.zip
Updated lighting system...
...to avoid dynamic conditions on for loop (lightsCount) on standard shader, it seems GLSL 100 doesn't support that feature... on some GPUs like RaspberryPi...
Diffstat (limited to 'src/rlgl.h')
-rw-r--r--src/rlgl.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index f984c0c6..9afafc52 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -218,9 +218,9 @@ typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
// Light type
typedef struct LightData {
unsigned int id; // Light unique id
- int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled; // Light enabled
-
+ int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
+
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)