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author | Piotr Dziwinski <piotrdz@gmail.com> | 2013-02-28 21:26:09 +0100 |
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committer | Piotr Dziwinski <piotrdz@gmail.com> | 2013-02-28 22:06:22 +0100 |
commit | 08c646bb929c7bc98b005521b6e0c14428f651d0 (patch) | |
tree | bd708ad596274bea8c387122bcd9fceadf620373 /src/object/object.cpp | |
parent | b361d27d332591c59b5f8613fbf724d82872b877 (diff) | |
download | colobot-08c646bb929c7bc98b005521b6e0c14428f651d0.tar.gz colobot-08c646bb929c7bc98b005521b6e0c14428f651d0.tar.bz2 colobot-08c646bb929c7bc98b005521b6e0c14428f651d0.zip |
Fixed stupid error, tweaked ambient light colors
* fixed stupid error in light manager
* tweaked ambient light colors to 0.1 of diffuse;
colors should not be oversaturated now
Diffstat (limited to 'src/object/object.cpp')
-rw-r--r-- | src/object/object.cpp | 25 |
1 files changed, 7 insertions, 18 deletions
diff --git a/src/object/object.cpp b/src/object/object.cpp index 8f2a4cc..d6ac681 100644 --- a/src/object/object.cpp +++ b/src/object/object.cpp @@ -2248,15 +2248,10 @@ bool CObject::CreateShadowLight(float height, Gfx::Color color) Gfx::Light light; light.type = Gfx::LIGHT_SPOT; - light.diffuse.r = color.r; - light.diffuse.g = color.g; - light.diffuse.b = color.b; - light.position.x = pos.x; - light.position.y = pos.y+height; - light.position.z = pos.z; - light.direction.x = 0.0f; - light.direction.y = -1.0f; // against the bottom - light.direction.z = 0.0f; + light.diffuse = color; + light.ambient = color * 0.1f; + light.position = Math::Vector(pos.x, pos.y+height, pos.z); + light.direction = Math::Vector(0.0f, -1.0f, 0.0f); // against the bottom light.spotIntensity = 128; light.attenuation0 = 1.0f; light.attenuation1 = 0.0f; @@ -2291,15 +2286,9 @@ bool CObject::CreateEffectLight(float height, Gfx::Color color) Gfx::Light light; light.type = Gfx::LIGHT_SPOT; - light.diffuse.r = color.r; - light.diffuse.g = color.g; - light.diffuse.b = color.b; - light.position.x = 0.0f; - light.position.y = 0.0f+height; - light.position.z = 0.0f; - light.direction.x = 0.0f; - light.direction.y = -1.0f; // against the bottom - light.direction.z = 0.0f; + light.diffuse = color; + light.position = Math::Vector(0.0f, height, 0.0f); + light.direction = Math::Vector(0.0f, -1.0f, 0.0f); // against the bottom light.spotIntensity = 0.0f; light.attenuation0 = 1.0f; light.attenuation1 = 0.0f; |