RGBA color;
float diffuse;
float ambient;
- float emmit;
+ float emit;
float specular;
float power;
std::string texture;
int vcol;
Material()
- : shader(0), diffuse(1), ambient(0), emmit(0), specular(0), power(0),
+ : shader(0), diffuse(1), ambient(0), emit(0), specular(0), power(0),
vcol(0)
{}
<< ", color:" << rhs.color
<< ", diffuse:" << rhs.diffuse
<< ", ambient:" << rhs.ambient
- << ", emmit:" << rhs.emmit
+ << ", emit:" << rhs.emit
<< ", specular:" << rhs.specular
<< ", power:" << rhs.power
<< ", texture:\"" << rhs.texture << '"'