Added tint color attribute to material data type

It tints all fragments, ignores lighting. Useful for some features like
feedback (damage color, ...).
This commit is contained in:
victorfisac 2016-05-30 19:55:13 +02:00
parent f2d61d4043
commit b0a0c5d431
4 changed files with 7 additions and 1 deletions

View file

@ -751,6 +751,7 @@ Material LoadDefaultMaterial(void)
//material.texNormal; // NOTE: By default, not set
//material.texSpecular; // NOTE: By default, not set
material.colTint = WHITE; // Tint color
material.colDiffuse = WHITE; // Diffuse color
material.colAmbient = WHITE; // Ambient color
material.colSpecular = WHITE; // Specular color
@ -1268,7 +1269,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
//Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
// model.material.colDiffuse = tint;
model.material.colTint = tint;
rlglDrawMesh(model.mesh, model.material, model.transform);
}