Fixed little bug in lighting blinn phong example

This commit is contained in:
victorfisac 2016-01-03 18:24:20 +01:00
parent 8fa5c9dce2
commit 1656d17b22

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@ -31,7 +31,7 @@ int main()
// Model initialization // Model initialization
Vector3 position = { 0.0, 0.0, 0.0 }; Vector3 position = { 0.0, 0.0, 0.0 };
Model model = LoadModel("resources/model/dwarf.obj"); Model model = LoadModel("resources/model/dwarf.obj");
// Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs"); Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
SetModelShader(&model, shader); SetModelShader(&model, shader);
// Shader locations initialization // Shader locations initialization
@ -154,7 +154,7 @@ int main()
Begin3dMode(camera); Begin3dMode(camera);
DrawModel(model, position, 0.1f, (Color){255 * blinnMaterial.diffuseColor[0], 255 * blinnMaterial.diffuseColor[1], 255 * blinnMaterial.diffuseColor[2], 255}); DrawModel(model, position, 4.0f, (Color){255 * blinnMaterial.diffuseColor[0], 255 * blinnMaterial.diffuseColor[1], 255 * blinnMaterial.diffuseColor[2], 255});
DrawSphere((Vector3){directionalLight.position[0], directionalLight.position[1], directionalLight.position[2]}, 1, YELLOW); DrawSphere((Vector3){directionalLight.position[0], directionalLight.position[1], directionalLight.position[2]}, 1, YELLOW);