paysages : Small changes.

git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@254 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
Michaël Lemaire 2012-01-30 16:40:17 +00:00 committed by ThunderK
parent 4f55c9e2a6
commit e940bb0165
2 changed files with 11 additions and 10 deletions

View file

@ -120,15 +120,15 @@ void WidgetWanderer::mouseMoveEvent(QMouseEvent* event)
if (event->buttons() & Qt::LeftButton)
{
cameraStrafeRight(&_current_camera, (double)(last_mouse_x - event->x()) * factor);
cameraStrafeUp(&_current_camera, (double)(event->y() - last_mouse_y) * factor);
cameraRotateYaw(&_current_camera, (double)(event->x() - last_mouse_x) * factor * 0.1);
cameraRotatePitch(&_current_camera, (double)(event->y() - last_mouse_y) * factor * 0.1);
updateGL();
event->accept();
}
else if (event->buttons() & Qt::RightButton)
{
cameraRotateYaw(&_current_camera, (double)(event->x() - last_mouse_x) * factor * 0.1);
cameraRotatePitch(&_current_camera, (double)(event->y() - last_mouse_y) * factor * 0.1);
cameraStrafeRight(&_current_camera, (double)(last_mouse_x - event->x()) * factor);
cameraStrafeUp(&_current_camera, (double)(event->y() - last_mouse_y) * factor);
updateGL();
event->accept();
}
@ -179,7 +179,7 @@ void WidgetWanderer::initializeGL()
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glDepthFunc(GL_LEQUAL);
glDepthFunc(GL_LESS);
glDepthMask(true);
glEnable(GL_DEPTH_TEST);
@ -208,16 +208,16 @@ static inline void _renderTerrainQuad(TerrainDefinition* terrain, double x, doub
y3 = terrainGetHeight(terrain, x + size, z + size);
y4 = terrainGetHeight(terrain, x + size, z);
glColor3f(0.0, 0.5, 0.0);
glBegin(GL_QUADS);
glColor3f(0.0, 1.0, 0.0);
glBegin(GL_LINE_LOOP);
glVertex3f(x, y1, z);
glVertex3f(x, y2, z + size);
glVertex3f(x + size, y3, z + size);
glVertex3f(x + size, y4, z);
glEnd();
glColor3f(0.0, 1.0, 0.0);
glBegin(GL_LINE_LOOP);
glColor3f(0.0, 0.5, 0.0);
glBegin(GL_QUADS);
glVertex3f(x, y1, z);
glVertex3f(x, y2, z + size);
glVertex3f(x + size, y3, z + size);

View file

@ -180,7 +180,7 @@ static Color _applyLightCustom(LightDefinition* definition, Renderer* renderer,
view = v3Normalize(v3Sub(location, renderer->camera_location));
reflect = v3Sub(direction_inv, v3Scale(normal, 2.0 * v3Dot(direction_inv, normal)));
specular = v3Dot(reflect, view) * material.reflection;
specular = v3Dot(reflect, view);
if (specular > 0.0)
{
specular = pow(specular, material.shininess);
@ -189,6 +189,7 @@ static Color _applyLightCustom(LightDefinition* definition, Renderer* renderer,
{
specular = 0.0;
}
specular *= material.reflection;
}
else
{