#include "glutil.hpp"
#include "texture.hpp"
#include "texture_manager.hpp"
-#define LIGHTMAP_DIV 1
+#define LIGHTMAP_DIV 5
static inline int next_po2(int val)
{
for( int i = 0; i<3; i++)
pixels[i] = 0.0f; //set to black
- float posX = request.pos.x /LIGHTMAP_DIV;
- //TODO:this works when playing with 800x600 otherwise posY is wrong
- float posY = screen->h - request.pos.y / LIGHTMAP_DIV;
+ float posX = request.pos.x * lightmap_width / SCREEN_WIDTH;
+ float posY = screen->h - request.pos.y * lightmap_height / SCREEN_HEIGHT;
glReadPixels((GLint) posX, (GLint) posY , 1, 1, GL_RGB, GL_FLOAT, pixels);
*(getlightrequest->color_ptr) = Color( pixels[0], pixels[1], pixels[2]);
//printf("get_light %f/%f =>%f/%f r%f g%f b%f\n", request.pos.x, request.pos.y, posX, posY, pixels[0], pixels[1], pixels[2]);