Removed Vertex and VertexCol structures
parent
1631b9587f
commit
074706e7ec
|
@ -37,38 +37,6 @@
|
||||||
namespace Gfx
|
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
|
* \struct Vertex2D
|
||||||
* \brief 2D vertex for interface rendering, contains UV and color
|
* \brief 2D vertex for interface rendering, contains UV and color
|
||||||
|
|
|
@ -4361,12 +4361,14 @@ void CEngine::DrawShadowSpots()
|
||||||
ts.x += dp;
|
ts.x += dp;
|
||||||
ti.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[1], white, { ts.x, ts.y } },
|
||||||
{ corner[0], n, { ti.x, ts.y } },
|
{ corner[0], white, { ti.x, ts.y } },
|
||||||
{ corner[3], n, { ts.x, ti.y } },
|
{ corner[3], white, { ts.x, ti.y } },
|
||||||
{ corner[2], n, { ti.x, ti.y } }
|
{ corner[2], white, { ti.x, ti.y } }
|
||||||
};
|
};
|
||||||
|
|
||||||
float intensity = (0.5f+m_shadowSpots[i].intensity*0.5f)*hFactor;
|
float intensity = (0.5f+m_shadowSpots[i].intensity*0.5f)*hFactor;
|
||||||
|
|
Loading…
Reference in New Issue