diff --git a/rules/batiment/batimentquadmaison.cpp b/rules/batiment/batimentquadmaison.cpp index bd26aa7..bc84241 100644 --- a/rules/batiment/batimentquadmaison.cpp +++ b/rules/batiment/batimentquadmaison.cpp @@ -47,8 +47,8 @@ void BatimentQuadMaison::triangulation() { addQuad(/*lctr+*/nwh,/*lctr+*/neh,/*lctr+*/corner[NE],/*lctr+*/corner[NW],0xf1,0xe3,0xad); // 1 Toit - addTriangle(new Triangle(/*lctr+*/neh,/*lctr+*/toit,/*lctr+*/seh,0x9a,0x48,0x3c)); - addTriangle(new Triangle(/*lctr+*/seh,/*lctr+*/toit,/*lctr+*/swh,0x9a,0x48,0x3c)); - addTriangle(new Triangle(/*lctr+*/swh,/*lctr+*/toit,/*lctr+*/nwh,0x9a,0x48,0x3c)); - addTriangle(new Triangle(/*lctr+*/nwh,/*lctr+*/toit,/*lctr+*/neh,0x9a,0x48,0x3c)); + addTriangle(new Triangle(/*lctr+*/neh,/*lctr+*/toit,/*lctr+*/seh,0x96,0x16,0x18)); + addTriangle(new Triangle(/*lctr+*/seh,/*lctr+*/toit,/*lctr+*/swh,0x96,0x16,0x18)); + addTriangle(new Triangle(/*lctr+*/swh,/*lctr+*/toit,/*lctr+*/nwh,0x96,0x16,0x18)); + addTriangle(new Triangle(/*lctr+*/nwh,/*lctr+*/toit,/*lctr+*/neh,0x96,0x16,0x18)); } diff --git a/rules/chose.cpp b/rules/chose.cpp index 6490c6e..ef585ec 100644 --- a/rules/chose.cpp +++ b/rules/chose.cpp @@ -69,8 +69,8 @@ void Chose::updateAABB() { lod.firstBBPoint = true; getBoundingBoxPoints(); for (int i = 0; i < 3; i++) { - float splitFactor = 2; - float mergeFactor = 3; + float splitFactor = 24; + float mergeFactor = 25; float center = (lod.aabb[2*i] + lod.aabb[2*i+1]) / 2; lod.splitBox[2*i] = (lod.aabb[2*i] - center) * splitFactor + center; lod.splitBox[2*i+1] = (lod.aabb[2*i+1] - center) * splitFactor + center; diff --git a/view.cpp b/view.cpp index e6ad843..494f154 100644 --- a/view.cpp +++ b/view.cpp @@ -47,7 +47,7 @@ void View::setLight() { float Light1Pos[4] = {-0.5f, -1.0f, 1.0f, 0.0f}; float Light1Dif[4] = {1.0f, 1.0f, 1.0f, 1.0f}; float Light1Spec[4] = {0.0f, 0.0f, 0.0f, 1.0f}; - float Light1Amb[4] = {0.2f, 0.2f, 0.2f, 1.0f}; + float Light1Amb[4] = {0.4f, 0.4f, 0.4f, 1.0f}; glLightfv(GL_LIGHT0, GL_DIFFUSE, Light1Dif); glLightfv(GL_LIGHT0, GL_SPECULAR, Light1Spec);