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	Remove normal depth
Scaling normal depth (y axis) makes disappear the specular of fragments... So I think it can be removed, it is not a very useful/important attribute.
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		| @@ -756,7 +756,6 @@ Material LoadDefaultMaterial(void) | |||||||
|     material.colSpecular = WHITE;   // Specular color |     material.colSpecular = WHITE;   // Specular color | ||||||
|      |      | ||||||
|     material.glossiness = 100.0f;   // Glossiness level |     material.glossiness = 100.0f;   // Glossiness level | ||||||
|     material.normalDepth = 1.0f;    // Normal map depth |  | ||||||
|      |      | ||||||
|     return material; |     return material; | ||||||
| } | } | ||||||
|   | |||||||
| @@ -419,7 +419,6 @@ typedef struct Material { | |||||||
|     Color colSpecular;          // Specular color |     Color colSpecular;          // Specular color | ||||||
|      |      | ||||||
|     float glossiness;           // Glossiness level (Ranges from 0 to 1000) |     float glossiness;           // Glossiness level (Ranges from 0 to 1000) | ||||||
|     float normalDepth;          // Normal map depth |  | ||||||
| } Material; | } Material; | ||||||
|  |  | ||||||
| // Model type | // Model type | ||||||
|   | |||||||
| @@ -1816,9 +1816,6 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) | |||||||
|         glActiveTexture(GL_TEXTURE1); |         glActiveTexture(GL_TEXTURE1); | ||||||
|         glBindTexture(GL_TEXTURE_2D, material.texNormal.id); |         glBindTexture(GL_TEXTURE_2D, material.texNormal.id); | ||||||
|         glUniform1i(material.shader.mapTexture1Loc, 1);     // Normal texture fits in active texture unit 1 |         glUniform1i(material.shader.mapTexture1Loc, 1);     // Normal texture fits in active texture unit 1 | ||||||
|          |  | ||||||
|         // TODO: Upload to shader normalDepth |  | ||||||
|         //glUniform1f(???, material.normalDepth); |  | ||||||
|     } |     } | ||||||
|      |      | ||||||
|     if ((material.texSpecular.id != 0) && (material.shader.mapTexture2Loc != -1)) |     if ((material.texSpecular.id != 0) && (material.shader.mapTexture2Loc != -1)) | ||||||
| @@ -2565,7 +2562,7 @@ static Shader LoadDefaultShader(void) | |||||||
| // Load standard shader | // Load standard shader | ||||||
| // NOTE: This shader supports:  | // NOTE: This shader supports:  | ||||||
| //      - Up to 3 different maps: diffuse, normal, specular | //      - Up to 3 different maps: diffuse, normal, specular | ||||||
| //      - Material properties: colAmbient, colDiffuse, colSpecular, glossiness, normalDepth | //      - Material properties: colAmbient, colDiffuse, colSpecular, glossiness | ||||||
| //      - Up to 8 lights: Point, Directional or Spot | //      - Up to 8 lights: Point, Directional or Spot | ||||||
| static Shader LoadStandardShader(void) | static Shader LoadStandardShader(void) | ||||||
| { | { | ||||||
|   | |||||||
| @@ -207,7 +207,6 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion; | |||||||
|         Color colSpecular;          // Specular color |         Color colSpecular;          // Specular color | ||||||
|          |          | ||||||
|         float glossiness;           // Glossiness level (Ranges from 0 to 1000) |         float glossiness;           // Glossiness level (Ranges from 0 to 1000) | ||||||
|         float normalDepth;          // Normal map depth |  | ||||||
|     } Material; |     } Material; | ||||||
|      |      | ||||||
|     // Light type |     // Light type | ||||||
|   | |||||||
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