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| author | raysan5 <raysan5@gmail.com> | 2016-07-06 20:33:46 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-07-06 20:33:46 +0200 |
| commit | 7cefbd8a947551f6c63dba88117099d6c0f4998b (patch) | |
| tree | dae0c3d860df39b63d025a9c70e1b12a9a5f3c16 /src/rlgl.h | |
| parent | e2a3a52ad6acaacf8c839fcefd405ff3258dcad9 (diff) | |
| download | raylib-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.h | 4 |
1 files changed, 2 insertions, 2 deletions
@@ -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) |
