[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: Paweł Kołodziejski (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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