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| author | Ray <[email protected]> | 2020-12-03 20:16:46 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2020-12-03 20:16:46 +0100 |
| commit | d1119816d7114fe89b2ecc4954770342eb69d824 (patch) | |
| tree | ae61daf19c29bcb4ab931620957b5fa63041d1c7 /src/models.c | |
| parent | 0540f0ad3221e8deced607d80936ae1fc0f39434 (diff) | |
| download | raylib-d1119816d7114fe89b2ecc4954770342eb69d824.tar.gz raylib-d1119816d7114fe89b2ecc4954770342eb69d824.zip | |
Review comment
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 7 |
1 files changed, 0 insertions, 7 deletions
diff --git a/src/models.c b/src/models.c index 4ce4f825..c0b1bf05 100644 --- a/src/models.c +++ b/src/models.c @@ -2602,13 +2602,6 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota for (int i = 0; i < model.meshCount; i++) { - // TODO: Review color + tint premultiplication mechanism - - // (codifies) Ray not only does this work as expected but - // multiplying *is* definately the way to tint - // can we call it reviewed ? - - // would you prefer an extra model.tint, that rlDrawMesh uses ? Color color = model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color; Color colorTint = WHITE; |
