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authorEvan Goers <mega@osirion.org>2012-01-22 08:21:43 +0000
committerEvan Goers <mega@osirion.org>2012-01-22 08:21:43 +0000
commitbe017b17a04254f949bf5feb4523ec7c9b9d0bf5 (patch)
treef589fe8fa0a2df2f16e6a43f8bd14359cc0f266e /src/ui
parent2d564f92743fa59a7fc8903f9afb3f8344ef2f85 (diff)
Brought the modelview light back a bit and set the magic diffuse/specular numbers to match globe lights.
Diffstat (limited to 'src/ui')
-rwxr-xr-xsrc/ui/modelview.cc6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/ui/modelview.cc b/src/ui/modelview.cc
index 61504d1..6d10c28 100755
--- a/src/ui/modelview.cc
+++ b/src/ui/modelview.cc
@@ -188,13 +188,13 @@ void ModelView::draw()
// we set up the light in camera space
- GLfloat modelview_light[] = { -2.0f * model->radius(), 0, 0, 1.0f };
+ GLfloat modelview_light[] = { -10.0f * model->radius(), 0, 0, 1.0f };
GLfloat ambient_light[] = { 0.25f, 0.25f, 0.25f, 1.0f };
GLfloat diffuse_light[4];
GLfloat specular_light[4];
for (size_t i = 0; i < 3; i++) {
- diffuse_light[i] = render::r_diffuse->value() * 0.6f;
- specular_light[i] = render::r_specular->value() * 0.2f;
+ diffuse_light[i] = render::r_diffuse->value() * 0.8f;
+ specular_light[i] = render::r_specular->value() * 0.4f;
}
diffuse_light[3] = 1.0f;
specular_light[3] = 1.0f;