camera.set_field_of_view(Geometry::Angle<float>::right());
camera.set_aspect_ratio(1);
camera.set_depth_clip(0.1, 100);
-
}
void EnvironmentMap::set_depth_clip(float n, float f)
#define MSP_GL_MATERIAL_H_
#include <msp/datafile/objectloader.h>
-#include "bindable.h"
#include "color.h"
#include "programdata.h"
/**
Stores basic material properties. This includes color and reflection
parameters, but does not include texturing. Materials interact with light
-soucres and ambient lighting to produce the base color of a surface. Textures
+sources and ambient lighting to produce the base color of a surface. Textures
can be used to add detail.
Material provides a set of uniform variables for use with shaders.