paint: improve path points draw

This commit is contained in:
luboslenco
2026-07-16 18:39:03 +02:00
parent af156eeaf9
commit 5533b1db67
2 changed files with 4 additions and 2 deletions
+1 -1
View File
@@ -35,7 +35,7 @@ static node_shader_context_t *make_particle_bullet_run() {
node_shader_add_function(kong, str_octahedron_wrap);
node_shader_add_function(kong, str_pack_float_int16);
node_shader_write_frag(kong, "var basecol: float3 = float3(0.8, 0.8, 0.8);");
node_shader_write_frag(kong, "var basecol: float3 = float3(0.8, 0.0, 0.0);");
node_shader_write_frag(kong, "var roughness: float = 0.5;");
node_shader_write_frag(kong, "var metallic: float = 0.0;");
node_shader_write_frag(kong, "var occlusion: float = 1.0;");
+3 -1
View File
@@ -556,7 +556,9 @@ void util_layer_update_path() {
path_point_spheres = (object_t **)gc_realloc(path_point_spheres, vis_points * sizeof(object_t *));
gc_root(path_point_spheres);
for (i32 i = path_point_sphere_count; i < vis_points; i++) {
object_t *o = scene_spawn_object(".Sphere", NULL, true);
object_t *o = scene_spawn_object(".Sphere", NULL, true);
mesh_object_t *mo = o->ext;
mo->material = make_particle_get_bullet_material();
o->visible = true;
path_point_spheres[i] = o;
}