TextureAttribute.Ambient how is it supposed to be used?

Any community contributions to libgdx go here! Some may get included in the core API when permission is granted.

TextureAttribute.Ambient how is it supposed to be used?

Postby eobermuhlner » Tue Feb 27, 2018 12:33 pm

I noticed that the TextureAttribute.Ambient is actually not supported by the default shader.

What is it supposed to be used for? Ambient Occlusion? Something else?

Note: I have used it for ambient occlusion in the same change that I added normal mapping.
Wondering whether this is the correct usage or whether I should remove it again.
eobermuhlner
 
Posts: 6
Joined: Fri Jan 26, 2018 3:55 pm

Re: TextureAttribute.Ambient how is it supposed to be used?

Postby tenfour04 » Tue Feb 27, 2018 1:54 pm

If you're not using the default shader, does it matter what you use it for?
tenfour04
 
Posts: 1182
Joined: Sat Jun 18, 2011 3:24 pm

Re: TextureAttribute.Ambient how is it supposed to be used?

Postby eobermuhlner » Mon Mar 05, 2018 11:52 am

Yes, because I want to create a pull request for my normal-mapping changes to the default shader and I do not want it to be rejected because I am misusing the Ambient texture for something different.
eobermuhlner
 
Posts: 6
Joined: Fri Jan 26, 2018 3:55 pm


Return to Libgdx Contributions

Who is online

Users browsing this forum: No registered users and 1 guest