Some code tweaks

This commit is contained in:
Ray
2016-09-07 23:14:16 +02:00
parent 36f20376e6
commit 10280c4b91
2 changed files with 5 additions and 4 deletions

View File

@@ -337,7 +337,7 @@ static int screenHeight; // Default framebuffer height
// Lighting data // Lighting data
static Light lights[MAX_LIGHTS]; // Lights pool static Light lights[MAX_LIGHTS]; // Lights pool
static int lightsCount = 0; // Enabled lights counter static int lightsCount = 0; // Enabled lights counter
static int lightsLocs[MAX_LIGHTS][8]; // 8 possible location points per light: static int lightsLocs[MAX_LIGHTS][8]; // Lights location points in shader: 8 possible points per light:
// enabled, type, position, target, radius, diffuse, intensity, coneAngle // enabled, type, position, target, radius, diffuse, intensity, coneAngle
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@@ -3713,7 +3713,7 @@ static void SetShaderLightsValues(Shader shader)
} break; } break;
case LIGHT_DIRECTIONAL: case LIGHT_DIRECTIONAL:
{ {
Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
VectorNormalize(&direction); VectorNormalize(&direction);
glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
} break; } break;
@@ -3721,7 +3721,7 @@ static void SetShaderLightsValues(Shader shader)
{ {
glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
VectorNormalize(&direction); VectorNormalize(&direction);
glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);

View File

@@ -677,7 +677,8 @@ void ImageFormat(Image *image, int newFormat)
} }
// Apply alpha mask to image // Apply alpha mask to image
// NOTE: alphaMask must be should be same size as image // NOTE 1: Returned image is RGBA - 32bit
// NOTE 2: alphaMask should be same size as image
void ImageAlphaMask(Image *image, Image alphaMask) void ImageAlphaMask(Image *image, Image alphaMask)
{ {
if (image->format >= COMPRESSED_DXT1_RGB) if (image->format >= COMPRESSED_DXT1_RGB)