activate specular highlights
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+3
-3
@@ -31,12 +31,12 @@ void Mesh::update(FLOAT dt)
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static FLOAT x = 0.0f;
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static FLOAT y = 0.0f;
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static FLOAT z = 0.0f;
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static FLOAT pitch = 0.2f; // x axis
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static FLOAT pitch = 0.0f; // x axis
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static FLOAT yaw = 0.0f; // y axis
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static FLOAT roll = 0.4f; // z axis
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static FLOAT roll = 0.0f; // z axis
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static FLOAT scale = 1.0f;
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yaw += 1.0f * dt;
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//yaw += 1.0f * dt;
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//scale += 0.001f * dt;
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FLOAT move = 1.0f * dt;
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+3
-2
@@ -39,6 +39,7 @@ int WINAPI WinMain(
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// set render states
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d3d.getDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
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d3d.getDevice()->SetRenderState(D3DRS_LIGHTING, TRUE);
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d3d.getDevice()->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
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d3d.getDevice()->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
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d3d.getDevice()->SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
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d3d.getDevice()->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
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@@ -68,9 +69,9 @@ int WINAPI WinMain(
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D3DLIGHT9 data = {};
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data.Type = D3DLIGHT_DIRECTIONAL;
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data.Direction = { 0.0f, 0.0f, 1.0f };
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data.Diffuse = { 0.0f, 0.0f, 0.0f, 1.0f };
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data.Diffuse = { 0.5f, 0.5f, 0.5f, 1.0f };
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data.Specular = { 1.0f, 1.0f, 1.0f, 1.0f };
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data.Ambient = { 0.1f, 0.1f, 0.5f, 1.0f };
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data.Ambient = { 0.1f, 0.1f, 0.1f, 1.0f };
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error = light.init(data);
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CheckError(error);
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