[Scummvm-git-logs] scummvm master -> 1f2d418395dde09e1195c8eae2125ae5b510b313
aquadran
aquadran at gmail.com
Sun Apr 4 04:37:01 UTC 2021
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
1f2d418395 STARK: Include ambient light color for color material too
Commit: 1f2d418395dde09e1195c8eae2125ae5b510b313
https://github.com/scummvm/scummvm/commit/1f2d418395dde09e1195c8eae2125ae5b510b313
Author: PaweÅ KoÅodziejski (aquadran at gmail.com)
Date: 2021-04-04T06:36:54+02:00
Commit Message:
STARK: Include ambient light color for color material too
Changed paths:
engines/stark/gfx/openglactor.cpp
engines/stark/gfx/openglprop.cpp
diff --git a/engines/stark/gfx/openglactor.cpp b/engines/stark/gfx/openglactor.cpp
index 70b9ebe332..86a308d834 100644
--- a/engines/stark/gfx/openglactor.cpp
+++ b/engines/stark/gfx/openglactor.cpp
@@ -102,7 +102,7 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
for (Common::Array<Face *>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
const Material *material = mats[(*face)->materialId];
const Gfx::Texture *tex = resolveTexture(material);
- glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
+ glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
if (tex) {
tex->bind();
diff --git a/engines/stark/gfx/openglprop.cpp b/engines/stark/gfx/openglprop.cpp
index decdbbcb12..3fd6e6f6f8 100644
--- a/engines/stark/gfx/openglprop.cpp
+++ b/engines/stark/gfx/openglprop.cpp
@@ -73,9 +73,9 @@ void OpenGLPropRenderer::render(const Math::Vector3d &position, float direction,
// For each face draw its vertices from the VBO, indexed by the EBO
const Gfx::Texture *tex = _texture->getTexture(material.texture);
if (material.doubleSided)
- glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
+ glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
else
- glColorMaterial(GL_FRONT, GL_DIFFUSE);
+ glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
if (tex) {
tex->bind();
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