Standard Lighting (3/3)

- Added normal and specular maps to standard shader.
- Added full tint attribute to standard shader and material data type.
- Changed point light attenuation to radius.
This commit is contained in:
victorfisac 2016-05-30 19:59:21 +02:00
parent b0a0c5d431
commit 11cf455fe0
2 changed files with 34 additions and 18 deletions

View file

@ -69,8 +69,6 @@ int main()
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
float framesCounter = 0; // Define frames counter to update model rotation
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -81,8 +79,6 @@ int main()
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
framesCounter += 0.5f;
//----------------------------------------------------------------------------------
// Draw
@ -93,7 +89,7 @@ int main()
Begin3dMode(camera);
DrawModelEx(dwarf, position, (Vector3){ 0.0f, 1.0f, 0.0f }, framesCounter, (Vector3){ 2.0f, 2.0f, 2.0f}, RED); // Draw 3d model with texture
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawLights(); // Draw all created lights in 3D world
@ -102,6 +98,8 @@ int main()
End3dMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------