Fix the light color issue in box rendering example.
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@@ -154,7 +154,6 @@ TinyRendererSetup::TinyRendererSetup(struct GUIHelperInterface* gui)
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const char* fileName = "textured_sphere_smooth.obj";
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fileName = "cube.obj";
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{
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@@ -373,6 +372,9 @@ void TinyRendererSetup::stepSimulation(float deltaTime)
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};
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m_internalData->m_renderObjects[o]->m_lightDirWorld = lightDirWorld.normalized();
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btVector3 lightColor(1.0,1.0,1.0);
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m_internalData->m_renderObjects[o]->m_lightColor = lightColor;
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}
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}
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@@ -798,7 +798,7 @@ void TinyRendererVisualShapeConverter::render(const float viewMat[16], const flo
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renderObj->m_lightDirWorld = lightDirWorld;
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renderObj->m_lightColor = lightColor;
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renderObj->m_lightDistance = lightDistance;
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TinyRenderer::renderObjectShadow(*renderObj);
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TinyRenderer::renderObject(*renderObj);
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}
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}
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//printf("write tga \n");
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@@ -406,11 +406,6 @@ TinyRenderObjectData::~TinyRenderObjectData()
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delete m_model;
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}
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void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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{
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}
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void TinyRenderer::renderObjectDepth(TinyRenderObjectData& renderData)
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{
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int width = renderData.m_rgbColorBuffer.get_width();
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@@ -453,7 +448,7 @@ void TinyRenderer::renderObjectDepth(TinyRenderObjectData& renderData)
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}
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void TinyRenderer::renderObjectShadow(TinyRenderObjectData& renderData)
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void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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{
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int width = renderData.m_rgbColorBuffer.get_width();
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int height = renderData.m_rgbColorBuffer.get_height();
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@@ -53,9 +53,8 @@ struct TinyRenderObjectData
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class TinyRenderer
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{
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public:
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static void renderObject(TinyRenderObjectData& renderData);
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static void renderObjectDepth(TinyRenderObjectData& renderData);
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static void renderObjectShadow(TinyRenderObjectData& renderData);
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static void renderObject(TinyRenderObjectData& renderData);
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};
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#endif // TINY_RENDERER_Hbla
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