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.
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@ -756,7 +756,6 @@ Material LoadDefaultMaterial(void)
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material.colSpecular = WHITE; // Specular color
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material.glossiness = 100.0f; // Glossiness level
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material.normalDepth = 1.0f; // Normal map depth
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return material;
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}
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@ -419,7 +419,6 @@ typedef struct Material {
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Color colSpecular; // Specular color
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float glossiness; // Glossiness level (Ranges from 0 to 1000)
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float normalDepth; // Normal map depth
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} Material;
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// Model type
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@ -1816,9 +1816,6 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, material.texNormal.id);
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glUniform1i(material.shader.mapTexture1Loc, 1); // Normal texture fits in active texture unit 1
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// TODO: Upload to shader normalDepth
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//glUniform1f(???, material.normalDepth);
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}
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if ((material.texSpecular.id != 0) && (material.shader.mapTexture2Loc != -1))
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@ -2565,7 +2562,7 @@ static Shader LoadDefaultShader(void)
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// Load standard shader
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// NOTE: This shader supports:
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// - Up to 3 different maps: diffuse, normal, specular
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// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness, normalDepth
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// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness
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// - Up to 8 lights: Point, Directional or Spot
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static Shader LoadStandardShader(void)
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{
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@ -207,7 +207,6 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
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Color colSpecular; // Specular color
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float glossiness; // Glossiness level (Ranges from 0 to 1000)
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float normalDepth; // Normal map depth
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} Material;
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// Light type
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