From 9134d2dc4022a1359ff50611e460aa7abc3c6a85 Mon Sep 17 00:00:00 2001 From: David Hackbarth Date: Wed, 19 Nov 2025 09:20:20 +0100 Subject: [PATCH] activate specular highlights --- GDP/D3D9/Mesh.cpp | 6 +++--- GDP/D3D9/main.cpp | 5 +++-- 2 files changed, 6 insertions(+), 5 deletions(-) diff --git a/GDP/D3D9/Mesh.cpp b/GDP/D3D9/Mesh.cpp index 4e0577a..1e5bc6e 100644 --- a/GDP/D3D9/Mesh.cpp +++ b/GDP/D3D9/Mesh.cpp @@ -31,12 +31,12 @@ void Mesh::update(FLOAT dt) static FLOAT x = 0.0f; static FLOAT y = 0.0f; static FLOAT z = 0.0f; - static FLOAT pitch = 0.2f; // x axis + static FLOAT pitch = 0.0f; // x axis static FLOAT yaw = 0.0f; // y axis - static FLOAT roll = 0.4f; // z axis + static FLOAT roll = 0.0f; // z axis static FLOAT scale = 1.0f; - yaw += 1.0f * dt; + //yaw += 1.0f * dt; //scale += 0.001f * dt; FLOAT move = 1.0f * dt; diff --git a/GDP/D3D9/main.cpp b/GDP/D3D9/main.cpp index 9fb76cf..cde8c78 100644 --- a/GDP/D3D9/main.cpp +++ b/GDP/D3D9/main.cpp @@ -39,6 +39,7 @@ int WINAPI WinMain( // set render states d3d.getDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); d3d.getDevice()->SetRenderState(D3DRS_LIGHTING, TRUE); + d3d.getDevice()->SetRenderState(D3DRS_SPECULARENABLE, TRUE); d3d.getDevice()->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL); d3d.getDevice()->SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL); d3d.getDevice()->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL); @@ -68,9 +69,9 @@ int WINAPI WinMain( D3DLIGHT9 data = {}; data.Type = D3DLIGHT_DIRECTIONAL; data.Direction = { 0.0f, 0.0f, 1.0f }; - data.Diffuse = { 0.0f, 0.0f, 0.0f, 1.0f }; + data.Diffuse = { 0.5f, 0.5f, 0.5f, 1.0f }; data.Specular = { 1.0f, 1.0f, 1.0f, 1.0f }; - data.Ambient = { 0.1f, 0.1f, 0.5f, 1.0f }; + data.Ambient = { 0.1f, 0.1f, 0.1f, 1.0f }; error = light.init(data); CheckError(error);