Resized large textures to one third of their size.
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BIN
Levels/Textures/blockTexture_small.png
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Levels/Textures/blockTexture_small.png
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After Width: | Height: | Size: 1.6 MiB |
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Levels/Textures/columnTexture_small.png
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Levels/Textures/columnTexture_small.png
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After Width: | Height: | Size: 1.3 MiB |
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Levels/Textures/marbleTexture_small.png
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Levels/Textures/marbleTexture_small.png
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After Width: | Height: | Size: 1.3 MiB |
6
level.cc
6
level.cc
@ -23,7 +23,7 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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// load the geometry of the stanford bunny and build a VAO:
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Model model = Model("MarbleSmooth.obj", 0.75f);
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// load a texture:
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Material material = Material("marbleTexture.png", 0.1f, 0.5f, 0.5f, 3.0f);
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Material material = Material("marbleTexture_small.png", 0.1f, 0.5f, 0.5f, 3.0f);
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//Create object
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Object object = Object(model, material, glm::vec3(0.0f, 10.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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@ -43,14 +43,14 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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objects.push_back(torchObject);
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Model blockModel = Model("Block.obj", 1.0f);
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Material blockMaterial = Material("blockTexture.png", 0.1f, 0.6, 0.4f, 2.0f);
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Material blockMaterial = Material("blockTexture_small.png", 0.1f, 0.6, 0.4f, 2.0f);
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Object blockObject = Object(blockModel, blockMaterial, glm::vec3(2.0f, 7.0f, 2.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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shader);
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objects.push_back(blockObject);
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Model columnModel = Model("Column.obj", 1.0f);
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Material columnMaterial = Material("columnTexture.png", 0.1f, 0.6, 0.4f, 2.0f);
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Material columnMaterial = Material("columnTexture_small.png", 0.1f, 0.6, 0.4f, 2.0f);
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Object columnObject = Object(columnModel, columnMaterial, glm::vec3(-2.0f, 7.0f, -2.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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shader);
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