Disable specular calculations for now.

Just to simplify things while I'm figuring out the lighting model...
This commit is contained in:
Eryn Wells 2014-08-02 15:23:22 -07:00
parent 79c951030d
commit 8ea832c090

View file

@ -298,6 +298,7 @@ Scene::trace_ray(const Ray &ray,
* Specular lighting. (Reflections, etc.)
*/
#if 0
Double specular_level = shape_material.GetSpecularIntensity();
const Color& specular_color = shape_material.GetSpecularColor();
@ -322,6 +323,7 @@ Scene::trace_ray(const Ray &ray,
// TODO: Mix in specular_color of material.
out_color += specular_level * specular_color * reflection_color;
#endif
return out_color;
}