From b80ec381c80e8081385c151f36b28f34cdd1839c Mon Sep 17 00:00:00 2001 From: Ray Date: Mon, 16 Jul 2018 18:44:18 +0200 Subject: [PATCH] Reviewed lighting example... No model available, this example should probably be redesigned... --- examples/others/standard_lighting.c | 12 +++++------- 1 file changed, 5 insertions(+), 7 deletions(-) diff --git a/examples/others/standard_lighting.c b/examples/others/standard_lighting.c index f450a2a5e..4e973b969 100644 --- a/examples/others/standard_lighting.c +++ b/examples/others/standard_lighting.c @@ -107,13 +107,11 @@ int main() // Try to get lights location points (if available) GetShaderLightsLocations(material.shader); - material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture - material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture - material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture - material.colDiffuse = WHITE; - material.colAmbient = (Color){0, 0, 10, 255}; - material.colSpecular = WHITE; - material.glossiness = 50.0f; + material.maps[MAP_DIFFUSE].texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture + material.maps[MAP_NORMAL].texture = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture + material.maps[MAP_SPECULAR].texture = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture + material.maps[MAP_DIFFUSE].color = WHITE; + material.maps[MAP_SPECULAR].color = WHITE; dwarf.material = material; // Apply material to model