Files changed (4)
Tut 12 Dynamic Range/Lights.cpp
+ glm::vec4 worldLightPos = glm::vec4(m_lightPos[lightIx].Interpolate(m_lightTimers[lightIx].GetAlpha()), 1.0f);
Tut 12 Dynamic Range/Lights.h
Tut 12 Dynamic Range/Scene Lighting.cpp
data.normalModelToCameraMatrixUnif = glGetUniformLocation(data.theProgram, "normalModelToCameraMatrix");
+ between these values. There must be a free function called "distance" which takes two ValueType's and
+ The idea is that, if you add 0.1 to your alpha value, you will always get a movement of the same distance.