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| author | Ray <[email protected]> | 2016-09-07 23:14:16 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2016-09-07 23:14:16 +0200 |
| commit | 10280c4b91871065ea2fc15a3f3e939820f3e0a0 (patch) | |
| tree | 9cff04510d3ce37642f124ac9d603e0eec1f638e /src/rlgl.c | |
| parent | 36f20376e67c8f281467df74b82759c9a05d7018 (diff) | |
| download | raylib-10280c4b91871065ea2fc15a3f3e939820f3e0a0.tar.gz raylib-10280c4b91871065ea2fc15a3f3e939820f3e0a0.zip | |
Some code tweaks
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 6 |
1 files changed, 3 insertions, 3 deletions
@@ -337,7 +337,7 @@ static int screenHeight; // Default framebuffer height // Lighting data static Light lights[MAX_LIGHTS]; // Lights pool static int lightsCount = 0; // Enabled lights counter -static int lightsLocs[MAX_LIGHTS][8]; // 8 possible location points per light: +static int lightsLocs[MAX_LIGHTS][8]; // Lights location points in shader: 8 possible points per light: // enabled, type, position, target, radius, diffuse, intensity, coneAngle //---------------------------------------------------------------------------------- @@ -3713,7 +3713,7 @@ static void SetShaderLightsValues(Shader shader) } break; case LIGHT_DIRECTIONAL: { - Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; + Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position); VectorNormalize(&direction); glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); } break; @@ -3721,7 +3721,7 @@ static void SetShaderLightsValues(Shader shader) { glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); - Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; + Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position); VectorNormalize(&direction); glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); |
