float ambient[] = {0.0, 0.0, 0.0, 0.0};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
float ambient[] = {0.0, 0.0, 0.0, 0.0};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
- glClearColor(0.2, 0.2, 0.2, 1.0);
+ glClearColor(1, 1, 1, 1);
dir.y = 0;
cam_theta = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
dir.y = 0;
cam_theta = rad_to_deg(acos(dot(dir, Vec3(0, 0, 1))));
- blobs->node->set_position(Vec3(-250, 150, 250));
- blobs->node->set_scaling(Vec3(20, 20, 20));
+ blobs->node->set_position(Vec3(-680, 160, -100));
+ blobs->node->set_scaling(Vec3(28, 28, 28));
- set_uniform_int(sdr_ltmap, "texmap", 0);
- set_uniform_int(sdr_ltmap, "lightmap", 1);
+ set_uniform_int(sdr_ltmap, "texmap", MTL_TEX_DIFFUSE);
+ set_uniform_int(sdr_ltmap, "lightmap", MTL_TEX_LIGHTMAP);
set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
show_blobs = !show_blobs;
show_message("blobs: %s\n", show_blobs ? "on" : "off");
break;
show_blobs = !show_blobs;
show_message("blobs: %s\n", show_blobs ? "on" : "off");
break;