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| author | victorfisac <victorfisac@gmail.com> | 2016-05-30 19:43:35 +0200 |
|---|---|---|
| committer | victorfisac <victorfisac@gmail.com> | 2016-05-30 19:43:35 +0200 |
| commit | f2d61d4043850e89b2d2cb7bacffe628aef0b981 (patch) | |
| tree | d5adfcbccbf745c5e03880ca6c504fe8afe01670 /src/rlgl.h | |
| parent | 0ff26f527fbdb090beec341cc60b8bb38bdf2439 (diff) | |
| download | raylib-f2d61d4043850e89b2d2cb7bacffe628aef0b981.tar.gz raylib-f2d61d4043850e89b2d2cb7bacffe628aef0b981.zip | |
Remove normal depth
Scaling normal depth (y axis) makes disappear the specular of
fragments... So I think it can be removed, it is not a very
useful/important attribute.
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 1 |
1 files changed, 0 insertions, 1 deletions
@@ -207,7 +207,6 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion; Color colSpecular; // Specular color float glossiness; // Glossiness level (Ranges from 0 to 1000) - float normalDepth; // Normal map depth } Material; // Light type |
