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authorvictorfisac <victorfisac@gmail.com>2016-05-21 18:10:06 +0200
committervictorfisac <victorfisac@gmail.com>2016-05-21 18:10:06 +0200
commit30941c0dd1f7904b5a0b50c05ec17265f8d69baa (patch)
tree1ac18258e2837f80ed4ebb1ebdeb814e6e887679 /src
parentcf71e1242e593de5b77d6ff219569e8c0d2c7fd9 (diff)
downloadraylib-30941c0dd1f7904b5a0b50c05ec17265f8d69baa.tar.gz
raylib-30941c0dd1f7904b5a0b50c05ec17265f8d69baa.zip
Add Draw3DLine function and fixed MLT glossiness import value
In standard shader, material glossiness is a value from 0 to 1000 like in MLT files. So, it doesn't need to be normalized.
Diffstat (limited to 'src')
-rw-r--r--src/models.c13
1 files changed, 11 insertions, 2 deletions
diff --git a/src/models.c b/src/models.c
index 2629dffd..aef79626 100644
--- a/src/models.c
+++ b/src/models.c
@@ -65,6 +65,16 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
// Module Functions Definition
//----------------------------------------------------------------------------------
+// Draw a line in 3D world space
+void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color)
+{
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex3f(startPos.x, startPos.y, startPos.z);
+ rlVertex3f(endPos.x, endPos.y, endPos.z);
+ rlEnd();
+}
+
// Draw cube
// NOTE: Cube position is the center position
void DrawCube(Vector3 position, float width, float height, float length, Color color)
@@ -2071,8 +2081,7 @@ static Material LoadMTL(const char *fileName)
int shininess = 0;
sscanf(buffer, "Ns %i", &shininess);
- // Normalize shininess value to material glossiness attribute
- material.glossiness = (float)shininess/1000;
+ material.glossiness = (float)shininess;
}
else if (buffer[1] == 'i') // Ni int Refraction index.
{