GRIM: Always set light's GL_SPECULAR.

This commit is contained in:
Vincent Pelletier 2014-06-01 23:08:32 +02:00
parent 38dbea6082
commit f9bc96a649

View file

@ -794,15 +794,16 @@ void GfxOpenGL::setupLight(Light *light, int lightId) {
}
glEnable(GL_LIGHTING);
GLfloat lightColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
GLfloat diffuse[] = { 0.0f, 0.0f, 0.0f, 1.0f };
GLfloat specular[] = { 0.0f, 0.0f, 0.0f, 1.0f };
GLfloat lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
GLfloat lightDir[] = { 0.0f, 0.0f, -1.0f };
GLfloat cutoff = 180.0f;
GLfloat intensity = light->_intensity;
lightColor[0] = ((GLfloat)light->_color.getRed() / 15.0f) * intensity;
lightColor[1] = ((GLfloat)light->_color.getGreen() / 15.0f) * intensity;
lightColor[2] = ((GLfloat)light->_color.getBlue() / 15.0f) * intensity;
diffuse[0] = ((GLfloat)light->_color.getRed() / 15.0f) * intensity;
diffuse[1] = ((GLfloat)light->_color.getGreen() / 15.0f) * intensity;
diffuse[2] = ((GLfloat)light->_color.getBlue() / 15.0f) * intensity;
if (light->_type == Light::Omni) {
lightPos[0] = light->_pos.x();
@ -824,11 +825,8 @@ void GfxOpenGL::setupLight(Light *light, int lightId) {
}
glDisable(GL_LIGHT0 + lightId);
glLightfv(GL_LIGHT0 + lightId, GL_DIFFUSE, lightColor);
if (lightId == 0) {
GLfloat nullLight[] = {0.0f, 0.0f, 0.0f, 1.0f};
glLightfv(GL_LIGHT0, GL_SPECULAR, nullLight);
}
glLightfv(GL_LIGHT0 + lightId, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0 + lightId, GL_SPECULAR, specular);
glLightfv(GL_LIGHT0 + lightId, GL_POSITION, lightPos);
glLightfv(GL_LIGHT0 + lightId, GL_SPOT_DIRECTION, lightDir);
glLightf(GL_LIGHT0 + lightId, GL_SPOT_CUTOFF, cutoff);