GetMousePosition(&x, &y);
- specularLight.light.direction =
+ specularLight.transform.position =
{
(x - clientSize.w / 2) * 400 / clientSize.w,
(y - clientSize.h / 2) * 400 / clientSize.h,
- -camera.position.z - cube.transform.scaling.z * (1 + 1.0f / ((numSpheres - 1) * (1+spacing)))
+ - cube.transform.scaling.z * (1 + 1.0f / ((numSpheres - 1) * (1+spacing)))
};
+ specularLight.UpdateTransform();
display.SetCamera(surface, camera);