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authorvictorfisac <victorfisac@gmail.com>2016-05-30 19:43:35 +0200
committervictorfisac <victorfisac@gmail.com>2016-05-30 19:43:35 +0200
commitf2d61d4043850e89b2d2cb7bacffe628aef0b981 (patch)
treed5adfcbccbf745c5e03880ca6c504fe8afe01670 /src/rlgl.h
parent0ff26f527fbdb090beec341cc60b8bb38bdf2439 (diff)
downloadraylib-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.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index d4a2dabe..dc16e807 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -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