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authorraysan5 <[email protected]>2016-07-06 20:33:46 +0200
committerraysan5 <[email protected]>2016-07-06 20:33:46 +0200
commit7cefbd8a947551f6c63dba88117099d6c0f4998b (patch)
treedae0c3d860df39b63d025a9c70e1b12a9a5f3c16 /src/raylib.h
parente2a3a52ad6acaacf8c839fcefd405ff3258dcad9 (diff)
downloadraylib-7cefbd8a947551f6c63dba88117099d6c0f4998b.tar.gz
raylib-7cefbd8a947551f6c63dba88117099d6c0f4998b.zip
Updated lighting system...
...to avoid dynamic conditions on for loop (lightsCount) on standard shader, it seems GLSL 100 doesn't support that feature... on some GPUs like RaspberryPi...
Diffstat (limited to 'src/raylib.h')
-rw-r--r--src/raylib.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 227f83f2..1d160492 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -431,8 +431,8 @@ typedef struct Model {
// Light type
typedef struct LightData {
unsigned int id; // Light unique id
- int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled; // Light enabled
+ int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)