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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.
pull/122/head
victorfisac 9 年之前
父節點
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f2d61d4043
共有 4 個檔案被更改,包括 1 行新增7 行删除
  1. +0
    -1
      src/models.c
  2. +0
    -1
      src/raylib.h
  3. +1
    -4
      src/rlgl.c
  4. +0
    -1
      src/rlgl.h

+ 0
- 1
src/models.c 查看文件

@ -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;
}

+ 0
- 1
src/raylib.h 查看文件

@ -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

+ 1
- 4
src/rlgl.c 查看文件

@ -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)
{

+ 0
- 1
src/rlgl.h 查看文件

@ -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

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