/s/KRVector3/Vector3/g
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@@ -69,10 +69,10 @@ public:
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void setReflectionMap(std::string texture_name, Vector2 texture_scale, Vector2 texture_offset);
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void setReflectionCube(std::string texture_name);
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void setNormalMap(std::string texture_name, Vector2 texture_scale, Vector2 texture_offset);
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void setAmbient(const KRVector3 &c);
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void setDiffuse(const KRVector3 &c);
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void setSpecular(const KRVector3 &c);
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void setReflection(const KRVector3 &c);
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void setAmbient(const Vector3 &c);
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void setDiffuse(const Vector3 &c);
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void setSpecular(const Vector3 &c);
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void setReflection(const Vector3 &c);
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void setTransparency(GLfloat a);
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void setShininess(GLfloat s);
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void setAlphaMode(alpha_mode_type blend_mode);
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@@ -82,7 +82,7 @@ public:
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bool isTransparent();
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const std::string &getName() const;
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bool bind(KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const std::vector<KRBone *> &bones, const std::vector<KRMat4> &bind_poses, const KRViewport &viewport, const KRMat4 &matModel, KRTexture *pLightMap, KRNode::RenderPass renderPass, const KRVector3 &rim_color, float rim_power, float lod_coverage = 0.0f);
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bool bind(KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const std::vector<KRBone *> &bones, const std::vector<KRMat4> &bind_poses, const KRViewport &viewport, const KRMat4 &matModel, KRTexture *pLightMap, KRNode::RenderPass renderPass, const Vector3 &rim_color, float rim_power, float lod_coverage = 0.0f);
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bool needsVertexTangents();
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@@ -116,10 +116,10 @@ private:
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Vector2 m_normalMapScale;
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Vector2 m_normalMapOffset;
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KRVector3 m_ambientColor; // Ambient rgb
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KRVector3 m_diffuseColor; // Diffuse rgb
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KRVector3 m_specularColor; // Specular rgb
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KRVector3 m_reflectionColor; // Reflection rgb
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Vector3 m_ambientColor; // Ambient rgb
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Vector3 m_diffuseColor; // Diffuse rgb
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Vector3 m_specularColor; // Specular rgb
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Vector3 m_reflectionColor; // Reflection rgb
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//GLfloat m_ka_r, m_ka_g, m_ka_b; // Ambient rgb
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//GLfloat m_kd_r, m_kd_g, m_kd_b; // Diffuse rgb
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