From 90fbf271145cfac315ebb1ff63da07d231396dfe Mon Sep 17 00:00:00 2001 From: Michal Jahelka Date: Tue, 10 Sep 2019 17:34:48 +0200 Subject: [PATCH] c3d_render_ogl_legacy.cpp: initialize m_Emissive member of SMATERIAL to be sure it is set to 0, 0, 0 --- .../3d_render_ogl_legacy/c3d_render_ogl_legacy.cpp | 12 ++++++++++++ 1 file changed, 12 insertions(+) diff --git a/3d-viewer/3d_rendering/3d_render_ogl_legacy/c3d_render_ogl_legacy.cpp b/3d-viewer/3d_rendering/3d_render_ogl_legacy/c3d_render_ogl_legacy.cpp index dc9dd00824..ad07866a78 100644 --- a/3d-viewer/3d_rendering/3d_render_ogl_legacy/c3d_render_ogl_legacy.cpp +++ b/3d-viewer/3d_rendering/3d_render_ogl_legacy/c3d_render_ogl_legacy.cpp @@ -198,6 +198,7 @@ void C3D_RENDER_OGL_LEGACY::setupMaterials() 0.00f, 0.30f ); m_materials.m_Copper.m_Shininess = shininessfactor * 128.0f; + m_materials.m_Copper.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Paste material mixed with paste color @@ -213,6 +214,7 @@ void C3D_RENDER_OGL_LEGACY::setupMaterials() m_settings.m_SolderPasteColor.b ); m_materials.m_Paste.m_Shininess = 0.1f * 128.0f; + m_materials.m_Paste.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Silk screen material mixed with silk screen color @@ -228,6 +230,7 @@ void C3D_RENDER_OGL_LEGACY::setupMaterials() m_settings.m_SilkScreenColor.b + 0.10f ); m_materials.m_SilkS.m_Shininess = 0.078125f * 128.0f; + m_materials.m_SilkS.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Solder mask material mixed with solder mask color @@ -244,6 +247,7 @@ void C3D_RENDER_OGL_LEGACY::setupMaterials() m_materials.m_SolderMask.m_Shininess = 0.8f * 128.0f; m_materials.m_SolderMask.m_Transparency = 0.17f; + m_materials.m_SolderMask.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Epoxy material @@ -258,6 +262,7 @@ void C3D_RENDER_OGL_LEGACY::setupMaterials() 20.0f / 255.0f ); m_materials.m_EpoxyBoard.m_Shininess = 0.1f * 128.0f; + m_materials.m_EpoxyBoard.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); } else // Technical Mode { @@ -269,34 +274,40 @@ void C3D_RENDER_OGL_LEGACY::setupMaterials() m_materials.m_Copper.m_Ambient = matAmbientColor; m_materials.m_Copper.m_Specular = matSpecularColor; m_materials.m_Copper.m_Shininess = matShininess; + m_materials.m_Copper.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Paste material m_materials.m_Paste.m_Ambient = matAmbientColor; m_materials.m_Paste.m_Specular = matSpecularColor; m_materials.m_Paste.m_Shininess = matShininess; + m_materials.m_Paste.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Silk screen material m_materials.m_SilkS.m_Ambient = matAmbientColor; m_materials.m_SilkS.m_Specular = matSpecularColor; m_materials.m_SilkS.m_Shininess = matShininess; + m_materials.m_SilkS.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Solder mask material m_materials.m_SolderMask.m_Ambient = matAmbientColor; m_materials.m_SolderMask.m_Specular = matSpecularColor; m_materials.m_SolderMask.m_Shininess = matShininess; m_materials.m_SolderMask.m_Transparency = 0.17f; + m_materials.m_SolderMask.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Epoxy material m_materials.m_EpoxyBoard.m_Ambient = matAmbientColor; m_materials.m_EpoxyBoard.m_Diffuse = m_settings.m_BoardBodyColor; m_materials.m_EpoxyBoard.m_Specular = matSpecularColor; m_materials.m_EpoxyBoard.m_Shininess = matShininess; + m_materials.m_EpoxyBoard.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); // Gray material (used for example in technical vias and pad holes) m_materials.m_GrayMaterial.m_Ambient = SFVEC3F( 0.8f, 0.8f, 0.8f ); m_materials.m_GrayMaterial.m_Diffuse = SFVEC3F( 0.3f, 0.3f, 0.3f ); m_materials.m_GrayMaterial.m_Specular = SFVEC3F( 0.4f, 0.4f, 0.4f ); m_materials.m_GrayMaterial.m_Shininess = 0.01f * 128.0f; + m_materials.m_GrayMaterial.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); } } @@ -347,6 +358,7 @@ void C3D_RENDER_OGL_LEGACY::set_layer_material( PCB_LAYER_ID aLayerID ) m_materials.m_Plastic.m_Diffuse.b * 0.7f ); m_materials.m_Plastic.m_Shininess = 0.078125f * 128.0f; + m_materials.m_Plastic.m_Emissive = SFVEC3F( 0.0f, 0.0f, 0.0f ); OGL_SetMaterial( m_materials.m_Plastic ); break;