Преглед изворни кода

Some code tweaks

pull/189/head
Ray пре 9 година
родитељ
комит
10280c4b91
2 измењених фајлова са 5 додато и 4 уклоњено
  1. +3
    -3
      src/rlgl.c
  2. +2
    -1
      src/textures.c

+ 3
- 3
src/rlgl.c Прегледај датотеку

@ -337,7 +337,7 @@ static int screenHeight; // Default framebuffer height
// Lighting data // Lighting data
static Light lights[MAX_LIGHTS]; // Lights pool static Light lights[MAX_LIGHTS]; // Lights pool
static int lightsCount = 0; // Enabled lights counter static int lightsCount = 0; // Enabled lights counter
static int lightsLocs[MAX_LIGHTS][8]; // mi">8 possible location points per light:
static int lightsLocs[MAX_LIGHTS][8]; // n">Lights location points in shader: 8 possible points per light:
// enabled, type, position, target, radius, diffuse, intensity, coneAngle // enabled, type, position, target, radius, diffuse, intensity, coneAngle
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -3713,7 +3713,7 @@ static void SetShaderLightsValues(Shader shader)
} break; } break;
case LIGHT_DIRECTIONAL: case LIGHT_DIRECTIONAL:
{ {
Vector3 direction = p">{ lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
Vector3 direction = n">VectorSubtract(lights[i]->target, lights[i]->position);
VectorNormalize(&direction); VectorNormalize(&direction);
glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
} break; } break;
@ -3721,7 +3721,7 @@ static void SetShaderLightsValues(Shader shader)
{ {
glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
Vector3 direction = p">{ lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
Vector3 direction = n">VectorSubtract(lights[i]->target, lights[i]->position);
VectorNormalize(&direction); VectorNormalize(&direction);
glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);

+ 2
- 1
src/textures.c Прегледај датотеку

@ -677,7 +677,8 @@ void ImageFormat(Image *image, int newFormat)
} }
// Apply alpha mask to image // Apply alpha mask to image
// NOTE: alphaMask must be should be same size as image
// NOTE 1: Returned image is RGBA - 32bit
// NOTE 2: alphaMask should be same size as image
void ImageAlphaMask(Image *image, Image alphaMask) void ImageAlphaMask(Image *image, Image alphaMask)
{ {
if (image->format >= COMPRESSED_DXT1_RGB) if (image->format >= COMPRESSED_DXT1_RGB)

Loading…
Откажи
Сачувај