From fe44eacf78736f99bdfd3bc3ac86abd17e8ad514 Mon Sep 17 00:00:00 2001 From: Alexander Romanov Date: Mon, 4 Jul 2016 11:01:32 +0300 Subject: Environment lighting for the GLSL mode Environment lighting (aka ambient) is a key component of any renderer. It's implemented like the Environment lighting of BI render for Approximate Gather mode. It support "Sky Color" and "White" Environment lighting modes. It would be great if the user could see actual lighting conditions right in the Blender viewport instead of waiting for the renderer to complete the final image, exporting for external renderer or for a game engine. Before: {F113921} After: {F113922} Example file: {F319013} Original author: valentin_b4w Alexander (Blend4Web Team) Reviewers: valentin_b4w, campbellbarton, merwin, brecht Reviewed By: brecht Subscribers: panzergame, youle, duarteframos, AlexKowel, yurikovelenov, dingto, Evgeny_Rodygin Projects: #rendering, #opengl_gfx Differential Revision: https://developer.blender.org/D810 --- source/blender/editors/space_view3d/view3d_draw.c | 1 + 1 file changed, 1 insertion(+) (limited to 'source/blender/editors/space_view3d/view3d_draw.c') diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index 329778cd716..1de06af0478 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -2599,6 +2599,7 @@ static void gpu_update_lamps_shadows_world(Scene *scene, View3D *v3d) GPU_mist_update_values(world->mistype, world->miststa, world->mistdist, world->misi, &world->horr); GPU_horizon_update_color(&world->horr); GPU_ambient_update_color(&world->ambr); + GPU_zenith_update_color(&world->zenr); } } -- cgit v1.2.3