Commit f064e3bd authored by Weizhen Huang's avatar Weizhen Huang

Merge branch 'master' into featurephysicallyBasedMaterial

parents 16698e30 7c10bc7d
......@@ -65,7 +65,7 @@
#include <vector>
#include <list>
#include <OpenMesh/Core/Utils/Property.hh>
#include <OpenMesh/Core/IO/MeshIO.hh>
#include <OpenMesh/Core/Utils/color_cast.hh>
#include <ACG/GL/globjects.hh>
#include <ACG/GL/GLState.hh>
......
......@@ -758,8 +758,8 @@ void GLState::set_overlay_color(const Vec4f& _col)
void GLState::set_shininess(float _shininess)
{
shininess_ = _shininess;
{
shininess_ = _shininess;
if (updateGL_ && compatibilityProfile_)
{
......
......@@ -554,7 +554,7 @@ MaterialNode::read(std::istream& _is)
material_.setRefractive(b);
}
}
// OverlayColor
// Refraction Index
else if (specifier == "indexOfRefraction") {
buffer >> x;
......
......@@ -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 emissionColor(const Vec4f& _c) { baseColor_ = _c;}
/// get emission ( Same as baseColor() )
const Vec4f& emissionColor() 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_refractive(bool _r) { isRefractive_ = _r; }
void setRefractive(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.
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment