request.type = GETLIGHT;
request.pos = transform.apply(position);
- //There is no light offscreen.
+ //There is no light offscreen.
if(request.pos.x >= SCREEN_WIDTH || request.pos.y >= SCREEN_HEIGHT
|| request.pos.x < 0 || request.pos.y < 0){
*color = Color( 0, 0, 0);
float posX = request.pos.x * lightmap_width / SCREEN_WIDTH;
float posY = screen->h - request.pos.y * lightmap_height / SCREEN_HEIGHT;
glReadPixels((GLint) posX, (GLint) posY , 1, 1, GL_RGB, GL_FLOAT, pixels);
- *(getlightrequest->color_ptr) = Color( pixels[0], pixels[1], pixels[2]);
+ *(getlightrequest->color_ptr) = Color( pixels[0], pixels[1], pixels[2]);
//printf("get_light %f/%f =>%f/%f r%f g%f b%f\n", request.pos.x, request.pos.y, posX, posY, pixels[0], pixels[1], pixels[2]);
delete getlightrequest;
case SURFACE:
{
const Surface* surface = (const Surface*) i->request_data;
- if (i->angle == 0.0f &&
+ if (i->angle == 0.0f &&
i->color.red == 1.0f && i->color.green == 1.0f &&
i->color.blue == 1.0f && i->color.alpha == 1.0f )
surface->draw(i->pos.x, i->pos.y, i->alpha, i->drawing_effect);