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:
parent
f2d61d4043
commit
b0a0c5d431
4 changed files with 7 additions and 1 deletions
|
@ -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);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue