Some code tweaks
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@ -337,7 +337,7 @@ static int screenHeight; // Default framebuffer height
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// Lighting data
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static Light lights[MAX_LIGHTS]; // Lights pool
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static int lightsCount = 0; // Enabled lights counter
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static int lightsLocs[MAX_LIGHTS][8]; // 8 possible location points per light:
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static int lightsLocs[MAX_LIGHTS][8]; // Lights location points in shader: 8 possible points per light:
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// enabled, type, position, target, radius, diffuse, intensity, coneAngle
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//----------------------------------------------------------------------------------
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@ -3713,7 +3713,7 @@ static void SetShaderLightsValues(Shader shader)
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} break;
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case LIGHT_DIRECTIONAL:
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{
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Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
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Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
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VectorNormalize(&direction);
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glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
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} break;
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@ -3721,7 +3721,7 @@ static void SetShaderLightsValues(Shader shader)
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{
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glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
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Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
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Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
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VectorNormalize(&direction);
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glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
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@ -677,7 +677,8 @@ void ImageFormat(Image *image, int newFormat)
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}
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// Apply alpha mask to image
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// NOTE: alphaMask must be should be same size as image
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// NOTE 1: Returned image is RGBA - 32bit
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// NOTE 2: alphaMask should be same size as image
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void ImageAlphaMask(Image *image, Image alphaMask)
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{
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if (image->format >= COMPRESSED_DXT1_RGB)
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