c3d_render_ogl_legacy.cpp: initialize m_Emissive member of SMATERIAL to be sure it is set to 0, 0, 0
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@ -198,6 +198,7 @@ void C3D_RENDER_OGL_LEGACY::setupMaterials()
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0.00f, 0.30f );
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m_materials.m_Copper.m_Shininess = shininessfactor * 128.0f;
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m_materials.m_Copper.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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// Paste material mixed with paste color
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@ -213,6 +214,7 @@ void C3D_RENDER_OGL_LEGACY::setupMaterials()
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m_settings.m_SolderPasteColor.b );
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m_materials.m_Paste.m_Shininess = 0.1f * 128.0f;
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m_materials.m_Paste.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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// Silk screen material mixed with silk screen color
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@ -228,6 +230,7 @@ void C3D_RENDER_OGL_LEGACY::setupMaterials()
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m_settings.m_SilkScreenColor.b + 0.10f );
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m_materials.m_SilkS.m_Shininess = 0.078125f * 128.0f;
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m_materials.m_SilkS.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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// Solder mask material mixed with solder mask color
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@ -244,6 +247,7 @@ void C3D_RENDER_OGL_LEGACY::setupMaterials()
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m_materials.m_SolderMask.m_Shininess = 0.8f * 128.0f;
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m_materials.m_SolderMask.m_Transparency = 0.17f;
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m_materials.m_SolderMask.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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// Epoxy material
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@ -258,6 +262,7 @@ void C3D_RENDER_OGL_LEGACY::setupMaterials()
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20.0f / 255.0f );
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m_materials.m_EpoxyBoard.m_Shininess = 0.1f * 128.0f;
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m_materials.m_EpoxyBoard.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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}
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else // Technical Mode
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{
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@ -269,34 +274,40 @@ void C3D_RENDER_OGL_LEGACY::setupMaterials()
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m_materials.m_Copper.m_Ambient = matAmbientColor;
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m_materials.m_Copper.m_Specular = matSpecularColor;
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m_materials.m_Copper.m_Shininess = matShininess;
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m_materials.m_Copper.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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// Paste material
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m_materials.m_Paste.m_Ambient = matAmbientColor;
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m_materials.m_Paste.m_Specular = matSpecularColor;
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m_materials.m_Paste.m_Shininess = matShininess;
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m_materials.m_Paste.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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// Silk screen material
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m_materials.m_SilkS.m_Ambient = matAmbientColor;
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m_materials.m_SilkS.m_Specular = matSpecularColor;
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m_materials.m_SilkS.m_Shininess = matShininess;
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m_materials.m_SilkS.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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// Solder mask material
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m_materials.m_SolderMask.m_Ambient = matAmbientColor;
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m_materials.m_SolderMask.m_Specular = matSpecularColor;
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m_materials.m_SolderMask.m_Shininess = matShininess;
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m_materials.m_SolderMask.m_Transparency = 0.17f;
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m_materials.m_SolderMask.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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// Epoxy material
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m_materials.m_EpoxyBoard.m_Ambient = matAmbientColor;
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m_materials.m_EpoxyBoard.m_Diffuse = m_settings.m_BoardBodyColor;
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m_materials.m_EpoxyBoard.m_Specular = matSpecularColor;
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m_materials.m_EpoxyBoard.m_Shininess = matShininess;
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m_materials.m_EpoxyBoard.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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// Gray material (used for example in technical vias and pad holes)
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m_materials.m_GrayMaterial.m_Ambient = SFVEC3F( 0.8f, 0.8f, 0.8f );
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m_materials.m_GrayMaterial.m_Diffuse = SFVEC3F( 0.3f, 0.3f, 0.3f );
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m_materials.m_GrayMaterial.m_Specular = SFVEC3F( 0.4f, 0.4f, 0.4f );
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m_materials.m_GrayMaterial.m_Shininess = 0.01f * 128.0f;
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m_materials.m_GrayMaterial.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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}
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}
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@ -347,6 +358,7 @@ void C3D_RENDER_OGL_LEGACY::set_layer_material( PCB_LAYER_ID aLayerID )
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m_materials.m_Plastic.m_Diffuse.b * 0.7f );
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m_materials.m_Plastic.m_Shininess = 0.078125f * 128.0f;
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m_materials.m_Plastic.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f );
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OGL_SetMaterial( m_materials.m_Plastic );
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break;
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