Changing a few position parameters.
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5ca77ae3cc
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11
level.cc
11
level.cc
@ -19,16 +19,16 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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// load a texture:
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// load a texture:
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Material material = Material("clownfishBunny.png", 0.1f, 0.5f, 0.5f, 3.0f);
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Material material = Material("clownfishBunny.png", 0.1f, 0.5f, 0.5f, 3.0f);
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//Create object
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//Create object
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Object object = Object(model, material, glm::vec3(0.0f, 0.0f, -2.0f),
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Object object = Object(model, material, glm::vec3(0.0f, 7.0f, -2.0f),
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glm::vec3(0.0f, 1.0472f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 1.0472f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), shader);
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glm::vec3(0.0f, 0.0f, 0.0f), shader);
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//set lighting parameters
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//set lighting parameters
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ambientLight = glm::vec3(1.0f, 1.0f, 1.0f);
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ambientLight = glm::vec3(1.0f, 1.0f, 1.0f);
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Light light = Light(glm::vec3(-3.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 2.0f);
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Light light = Light(glm::vec3(-3.0f, 6.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
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lights.push_back(light);
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lights.push_back(light);
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Light light2 = Light(glm::vec3(3.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 2.0f);
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Light light2 = Light(glm::vec3(3.0f, 6.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
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lights.push_back(light2);
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lights.push_back(light2);
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@ -36,11 +36,10 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
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this->terrain.load();
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this->terrain.load();
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Model terrainModel = Model(this->terrain.getModel());
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Model terrainModel = Model(this->terrain.getModel());
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// load a texture:
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// load a texture:
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Material terrainMaterial = Material("clownfishBunny.png", 1.0f, 0.0f, 0.0f, 3.0f);
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Material terrainMaterial = Material("terrainTexture.png", 0.1f, 0.8f, 0.2f, 3.0f);
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//Create object
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//Create object
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Object terrainObject = Object(terrainModel, terrainMaterial,
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Object terrainObject = Object(terrainModel, terrainMaterial,
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//glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), -0.5f, -0.5f*(float)this->terrain.getHeightmapWidth()),
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glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), 0.0f, -0.5f*(float)this->terrain.getHeightmapWidth()),
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glm::vec3(-1.0f, 0.0f, -1.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f), shader);
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glm::vec3(0.0f, 0.0f, 0.0f), shader);
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objects.push_back(object);
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objects.push_back(object);
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