Fixing moving shadows of flames once again.
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bedc836cb0
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@ -272,7 +272,7 @@ void main()
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for(int i = 0; i<lightCount; i++) {
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for(int i = 0; i<lightCount; i++) {
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vec3 lightPos = vec3(0.0, 0.0, 0.0);
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vec3 lightPos = vec3(0.0, 0.0, 0.0);
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if (isFlame[i] == true) {
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if (isFlame[i] == true) {
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lightPos = vec3(lightSources[i].x + 0.75*movement.y , lightSources[i].y, lightSources[i].z + 0.75*movement.x);
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lightPos = vec3(lightSources[i].x - 0.75*movement.y , lightSources[i].y, lightSources[i].z + 0.75*movement.x);
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}
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}
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else {
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else {
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lightPos = lightSources[i];
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lightPos = lightSources[i];
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@ -398,7 +398,7 @@ void Graphics::render(double time)
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glm::vec3 position = glm::vec3(0.0f);
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glm::vec3 position = glm::vec3(0.0f);
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if (std::get<0>(renderQueue.at(i_pointlight))->isFlame()) {
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if (std::get<0>(renderQueue.at(i_pointlight))->isFlame()) {
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position = std::get<0>(renderQueue.at(i_pointlight))->getPosition();
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position = std::get<0>(renderQueue.at(i_pointlight))->getPosition();
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position = glm::vec3(position.x + 0.75f*wind.x, position.y, position.z + 0.75f*wind.y);
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position = glm::vec3(position.x - 0.75f*wind.y, position.y, position.z + 0.75f*wind.x);
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}
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}
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else {
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else {
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position = std::get<0>(renderQueue.at(i_pointlight))->getPosition();
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position = std::get<0>(renderQueue.at(i_pointlight))->getPosition();
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