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- don't call glNormal unnecessarily - do The Right Thing (TM) with the light position, i.e., set it *before* we multiply by the modelview matrix. It's much easier to achieve predictable lighting results like this: (-1,0,0) simply means "light from the left", (0,1,0) means "light from the top", (0,0,1) means "light from the front", etc.
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- Common/Context.h 1 addition, 1 deletionCommon/Context.h
- Graphics/Draw.cpp 21 additions, 17 deletionsGraphics/Draw.cpp
- Graphics/Entity.cpp 3 additions, 3 deletionsGraphics/Entity.cpp
- Graphics/Geom.cpp 4 additions, 4 deletionsGraphics/Geom.cpp
- Graphics/Mesh.cpp 12 additions, 6 deletionsGraphics/Mesh.cpp
- Graphics/PostElement.cpp 4 additions, 4 deletionsGraphics/PostElement.cpp
- doc/VERSIONS 3 additions, 2 deletionsdoc/VERSIONS
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