aboutsummaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
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
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')
-rw-r--r--src/models.c1
-rw-r--r--src/raylib.h1
-rw-r--r--src/rlgl.c5
-rw-r--r--src/rlgl.h1
4 files changed, 1 insertions, 7 deletions
diff --git a/src/models.c b/src/models.c
index 6ffb561e..90b752fd 100644
--- a/src/models.c
+++ b/src/models.c
@@ -756,7 +756,6 @@ Material LoadDefaultMaterial(void)
material.colSpecular = WHITE; // Specular color
material.glossiness = 100.0f; // Glossiness level
- material.normalDepth = 1.0f; // Normal map depth
return material;
}
diff --git a/src/raylib.h b/src/raylib.h
index 0af7ef31..73a36a16 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -419,7 +419,6 @@ typedef struct Material {
Color colSpecular; // Specular color
float glossiness; // Glossiness level (Ranges from 0 to 1000)
- float normalDepth; // Normal map depth
} Material;
// Model type
diff --git a/src/rlgl.c b/src/rlgl.c
index d781b755..b4569207 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -1816,9 +1816,6 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
glUniform1i(material.shader.mapTexture1Loc, 1); // Normal texture fits in active texture unit 1
-
- // TODO: Upload to shader normalDepth
- //glUniform1f(???, material.normalDepth);
}
if ((material.texSpecular.id != 0) && (material.shader.mapTexture2Loc != -1))
@@ -2565,7 +2562,7 @@ static Shader LoadDefaultShader(void)
// Load standard shader
// NOTE: This shader supports:
// - Up to 3 different maps: diffuse, normal, specular
-// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness, normalDepth
+// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness
// - Up to 8 lights: Point, Directional or Spot
static Shader LoadStandardShader(void)
{
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