g3d_enable(G3D_LIGHTING);
g3d_enable(G3D_LIGHT0);
- g3d_polygon_mode(G3D_TEX_GOURAUD);
+ g3d_polygon_mode(G3D_GOURAUD);
}
static void update(void)
static void draw(void)
{
+ float vdir[3];
+ float mat[16];
+
update();
memset(fb_pixels, 0, fb_width * fb_height * 2);
g3d_rotate(cam_theta, 0, 1, 0);
}
+ /* calc world-space view direction */
+ g3d_get_matrix(G3D_MODELVIEW, mat);
+ /* transform (0, 0, -1) with transpose(mat3x3) */
+ vdir[0] = -mat[2];
+ vdir[1] = -mat[6];
+ vdir[2] = -mat[10];
+
+
g3d_light_pos(0, -10, 10, 20);
zsort_mesh(&torus);
g3d_mtl_diffuse(0.4, 0.7, 1.0);
g3d_set_texture(tex.width, tex.height, tex.pixels);
- draw_mesh(&torus);
- /*draw_bsp(&torus_bsp);*/
+ /*draw_mesh(&torus);*/
+ draw_bsp(&torus_bsp, vdir[0], vdir[1], vdir[2]);
/*draw_mesh(&cube);*/
swap_buffers(fb_pixels);