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OpenFlipper-Free
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Commits
51538514
Commit
51538514
authored
Nov 29, 2017
by
Jan
Browse files
Renamed a function
Clarified that baseColor and emissive color are handled in the same way
parent
0b8fb87a
Changes
2
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Inline
Side-by-side
libs_required/ACG/Scenegraph/MaterialNode.cc
View file @
51538514
...
...
@@ -554,7 +554,7 @@ MaterialNode::read(std::istream& _is)
material_
.
set_refractive
(
b
);
}
}
//
OverlayColor
//
Refraction Index
else
if
(
specifier
==
"indexOfRefraction"
)
{
buffer
>>
x
;
...
...
libs_required/ACG/Scenegraph/MaterialNode.hh
View file @
51538514
...
...
@@ -167,15 +167,15 @@ public:
1.0
));
}
/// set the base color
/// set the base color
(Sets the baseColor which is the same as the emission(const Vec4f& _c) )
void
baseColor
(
const
Vec4f
&
_c
)
{
baseColor_
=
_c
;}
/// get the base color
/// get the base color
( Same as emission() )
const
Vec4f
&
baseColor
()
const
{
return
baseColor_
;
}
/// set emission
void
emission
(
const
Vec4f
&
_c
)
{
baseColor_
=
_c
;}
/// get emission
const
Vec4f
&
emission
()
const
{
return
baseColor_
;
}
/// set emission
( Same as baseColor( const Vec4f& _c )) )
void
emission
Color
(
const
Vec4f
&
_c
)
{
baseColor_
=
_c
;}
/// get emission
( Same as baseColor() )
const
Vec4f
&
emission
Color
()
const
{
return
baseColor_
;
}
/// set the ambient color.
void
ambientColor
(
const
Vec4f
&
_a
)
{
ambientColor_
=
_a
;
}
...
...
@@ -222,7 +222,7 @@ public:
double
indexOfRefraction
()
const
{
return
indexOfRefraction_
;
}
/// set refractive flag
void
set
_r
efractive
(
bool
_r
)
{
isRefractive_
=
_r
;
}
void
set
R
efractive
(
bool
_r
)
{
isRefractive_
=
_r
;
}
/// get refractive flag
bool
isRefractive
()
const
{
return
isRefractive_
;}
...
...
@@ -423,14 +423,14 @@ public:
material_
.
generateRandomColor
();
}
/// set the base color
/// set the base color
( Same as set_emission(const Vec4f& _c) )
void
set_base_color
(
const
Vec4f
&
_c
)
{
material_
.
baseColor
(
_c
);
}
/// get the base color
/// get the base color
( same as emission() )
const
Vec4f
&
base_color
()
const
{
return
material_
.
baseColor
();
}
/// set emission
/// set emission
( same as set_base_color(const Vec4f& _c) )
void
set_emission
(
const
Vec4f
&
_c
)
{
material_
.
baseColor
(
_c
);
}
/// get emission
/// get emission
( same as base_color() )
const
Vec4f
&
emission
()
const
{
return
material_
.
baseColor
();
}
/// set the ambient color.
...
...
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