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authorJuan Linietsky <reduzio@gmail.com>2014-06-27 23:21:45 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-06-27 23:21:45 -0300
commit2af2a84a03fd707cfa4c682aff34d722343d8985 (patch)
tree50d064e8bba7d5efb5974e3fa3a67e076fb5ef8b /scene/3d/light.cpp
parent1cc96a4d7440d9e8a20f7dbf17cf5771170de83d (diff)
downloadredot-engine-2af2a84a03fd707cfa4c682aff34d722343d8985.tar.gz
Misc Fixes
========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
Diffstat (limited to 'scene/3d/light.cpp')
-rw-r--r--scene/3d/light.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/scene/3d/light.cpp b/scene/3d/light.cpp
index b79fd8617f..25f3b3d3a5 100644
--- a/scene/3d/light.cpp
+++ b/scene/3d/light.cpp
@@ -165,7 +165,7 @@ RES Light::_get_gizmo_geometry() const {
mat_area->set_parameter( FixedMaterial::PARAM_EMISSION,Color(0.7,0.7,0.7) );
mat_area->set_blend_mode( Material::BLEND_MODE_ADD );
mat_area->set_flag(Material::FLAG_DOUBLE_SIDED,true);
- mat_area->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
+// mat_area->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
Ref<FixedMaterial> mat_light( memnew( FixedMaterial ));
@@ -474,7 +474,6 @@ void Light::_bind_methods() {
}*/
- ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "colors/ambient"), _SCS("set_color"), _SCS("get_color"),COLOR_AMBIENT);
ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "colors/diffuse"), _SCS("set_color"), _SCS("get_color"),COLOR_DIFFUSE);
ADD_PROPERTYI( PropertyInfo( Variant::COLOR, "colors/specular"), _SCS("set_color"), _SCS("get_color"),COLOR_SPECULAR);
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "shadow/shadow"), _SCS("set_project_shadows"), _SCS("has_project_shadows"));
@@ -495,7 +494,7 @@ void Light::_bind_methods() {
BIND_CONSTANT( PARAM_SHADOW_DARKENING );
BIND_CONSTANT( PARAM_SHADOW_Z_OFFSET );
- BIND_CONSTANT( COLOR_AMBIENT );
+
BIND_CONSTANT( COLOR_DIFFUSE );
BIND_CONSTANT( COLOR_SPECULAR );
@@ -518,7 +517,7 @@ Light::Light(VisualServer::LightType p_type) {
set_parameter(PARAM_SHADOW_ESM_MULTIPLIER,60);
set_parameter(PARAM_SHADOW_BLUR_PASSES,1);
- set_color( COLOR_AMBIENT, Color(0,0,0));
+
set_color( COLOR_DIFFUSE, Color(1,1,1));
set_color( COLOR_SPECULAR, Color(1,1,1));