Lights now use the absolute position instead of it's local position.

This commit is contained in:
Tleety
2016-01-08 14:31:44 +01:00
parent 2bd60be741
commit 9f871bbe7c
+1 -1
View File
@@ -132,7 +132,7 @@ void RenderQueueFactory::FillLights(World* world, RenderQueue* renderQueue)
float falloff = (double)pointlightC["Falloff"];
PointLightJob job;
job.Position = transformC["Position"];
job.Position = glm::vec4(AbsolutePosition(world, transformC.EntityID), 1.f);
job.Color = color;
job.Radius = radius;
job.Intensity = intensity;