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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 | |
| 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')
| -rw-r--r-- | src/models.c | 1 | ||||
| -rw-r--r-- | src/raylib.h | 1 | ||||
| -rw-r--r-- | src/rlgl.c | 5 | ||||
| -rw-r--r-- | src/rlgl.h | 1 |
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 @@ -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) { @@ -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 |
