Implemented specular reflective lighting for OpenGL 3.x, everything looks shiny (will add APIs to make it less shiny ;-)
Remove roof from kitchens/1.sdf, otherwise shadows and shinyness won't work (light is outside the room, bouncing against roof-top) Make kuka_iiwa/model.urdf more smooth, use .obj for per-vertex normals (using Blender, import STL, export OBJ, enable triangles, normals and Z-UP, Y forward)
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@@ -124,6 +124,7 @@ public:
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virtual void setLightPosition(const float lightPos[3]);
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virtual void setLightPosition(const double lightPos[3]);
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void setLightSpecularIntensity(const float lightSpecularIntensity[3]);
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virtual void resize(int width, int height);
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virtual int getScreenWidth()
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