Graphics/Material: Fix missing reflection initialization

This commit is contained in:
Lynix 2017-10-31 00:14:50 +01:00
parent 8dab3bf341
commit 786a11fc78
3 changed files with 4 additions and 2 deletions

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@ -212,7 +212,7 @@ namespace Nz
bool m_shadowCastingEnabled; bool m_shadowCastingEnabled;
float m_alphaThreshold; float m_alphaThreshold;
float m_shininess; float m_shininess;
unsigned int m_reflectionSize; unsigned int m_reflectionSize;
static std::array<int, TextureMap_Max + 1> s_textureUnits; static std::array<int, TextureMap_Max + 1> s_textureUnits;
static MaterialLibrary::LibraryMap s_library; static MaterialLibrary::LibraryMap s_library;

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@ -1258,7 +1258,7 @@ namespace Nz
/*! /*!
* \brief Changes reflection mode of the material * \brief Changes reflection mode of the material
* *
* When reflections are enable, the material will render reflections from the object environment according to the reflection mode. * When reflections are enabled, the material will render reflections from the object environment according to the reflection mode.
* This function does change the reflection mode used by the material. * This function does change the reflection mode used by the material.
* *
* Skyboxes reflections are the cheapest but are static and thus can't reflect other objects. * Skyboxes reflections are the cheapest but are static and thus can't reflect other objects.

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@ -387,6 +387,7 @@ namespace Nz
m_ambientColor = Color(128, 128, 128); m_ambientColor = Color(128, 128, 128);
m_diffuseColor = Color::White; m_diffuseColor = Color::White;
m_diffuseSampler = TextureSampler(); m_diffuseSampler = TextureSampler();
m_reflectionMode = ReflectionMode_Skybox;
m_shadowCastingEnabled = true; m_shadowCastingEnabled = true;
m_shininess = 50.f; m_shininess = 50.f;
m_specularColor = Color::White; m_specularColor = Color::White;
@ -394,6 +395,7 @@ namespace Nz
m_pipelineInfo = MaterialPipelineInfo(); m_pipelineInfo = MaterialPipelineInfo();
m_pipelineInfo.depthBuffer = true; m_pipelineInfo.depthBuffer = true;
m_pipelineInfo.faceCulling = true; m_pipelineInfo.faceCulling = true;
m_reflectionSize = 256;
SetShader("Basic"); SetShader("Basic");