Removed colTint, tint color is colDiffuse

Tint color could be applied to colDiffuse... but what's the best way?
Replace it? Multiply by? A point to think about...
This commit is contained in:
raysan5
2016-05-31 18:15:53 +02:00
parent cac2a66deb
commit 302ec438dd
7 changed files with 19 additions and 26 deletions

View File

@@ -201,8 +201,7 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
Texture2D texDiffuse; // Diffuse texture
Texture2D texNormal; // Normal texture
Texture2D texSpecular; // Specular texture
Color colTint; // Tint color
Color colDiffuse; // Diffuse color
Color colAmbient; // Ambient color
Color colSpecular; // Specular color
@@ -212,18 +211,18 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
// Light type
typedef struct LightData {
int id;
int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled;
unsigned int id; // Light id
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled; // Light enabled
Vector3 position;
Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
float radius; // Lost of light intensity with distance (world distance)
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
float radius; // Light attenuation radius light intensity reduced with distance (world distance)
Color diffuse; // Use Vector3 diffuse
float intensity;
Color diffuse; // Light diffuse color
float intensity; // Light intensity level
float coneAngle; // Spot light max angle
float coneAngle; // Light cone max angle: LIGHT_SPOT
} LightData, *Light;
// Color blending modes (pre-defined)