diff --git a/src/graphics/core/vertex.h b/src/graphics/core/vertex.h index 50b65a9b..c398a60e 100644 --- a/src/graphics/core/vertex.h +++ b/src/graphics/core/vertex.h @@ -37,38 +37,6 @@ namespace Gfx { -/** - * \struct Vertex - * \brief Vertex of a primitive - * - * This structure was created as analog to DirectX's D3DVERTEX. - * - * It contains: - * - vertex coordinates (x,y,z) as glm::vec3, - * - normal coordinates (nx,ny,nz) as glm::vec3 - * - texture coordinates (u,v) as glm::vec2. - */ -struct Vertex -{ - glm::vec3 coord = { 0, 0, 0 }; - glm::vec3 normal = { 0, 0, 0 }; - glm::vec2 texCoord = { 0, 0 }; -}; - -/** - * \struct VertexCol - * \brief Colored vertex - * - * It contains: - * - vertex coordinates (x,y,z) as glm::vec3, - * - RGBA color as Color - */ -struct VertexCol -{ - glm::vec3 coord = { 0, 0, 0 }; - Color color = Color(); -}; - /** * \struct Vertex2D * \brief 2D vertex for interface rendering, contains UV and color diff --git a/src/graphics/engine/engine.cpp b/src/graphics/engine/engine.cpp index 3ad53d05..7cdc9343 100644 --- a/src/graphics/engine/engine.cpp +++ b/src/graphics/engine/engine.cpp @@ -4361,12 +4361,14 @@ void CEngine::DrawShadowSpots() ts.x += dp; ti.x -= dp; - Vertex vertex[4] = + IntColor white(255, 255, 255, 255); + + Vertex3D vertex[4] = { - { corner[1], n, { ts.x, ts.y } }, - { corner[0], n, { ti.x, ts.y } }, - { corner[3], n, { ts.x, ti.y } }, - { corner[2], n, { ti.x, ti.y } } + { corner[1], white, { ts.x, ts.y } }, + { corner[0], white, { ti.x, ts.y } }, + { corner[3], white, { ts.x, ti.y } }, + { corner[2], white, { ti.x, ti.y } } }; float intensity = (0.5f+m_shadowSpots[i].intensity*0.5f)*hFactor;