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-rw-r--r--Master/texmf-dist/asymptote/plain_prethree.asy15
1 files changed, 5 insertions, 10 deletions
diff --git a/Master/texmf-dist/asymptote/plain_prethree.asy b/Master/texmf-dist/asymptote/plain_prethree.asy
index cfc0c3c7411..0d3921e3f0d 100644
--- a/Master/texmf-dist/asymptote/plain_prethree.asy
+++ b/Master/texmf-dist/asymptote/plain_prethree.asy
@@ -165,7 +165,6 @@ struct light {
real[][] specular;
pen background=nullpen; // Background color of the 3D canvas.
real specularfactor;
- bool viewport; // Are the lights specified (and fixed) in the viewport frame?
triple[] position; // Only directional lights are currently implemented.
transform3 T=identity(4); // Transform to apply to normal vectors.
@@ -176,7 +175,7 @@ struct light {
pen[] ambient=array(diffuse.length,black),
pen[] specular=diffuse, pen background=nullpen,
real specularfactor=1,
- bool viewport=false, triple[] position) {
+ triple[] position) {
int n=diffuse.length;
assert(ambient.length == n && specular.length == n && position.length == n);
@@ -192,21 +191,18 @@ struct light {
this.position[i]=unit(position[i]);
}
this.specularfactor=specularfactor;
- this.viewport=viewport;
}
void operator init(pen diffuse=white, pen ambient=black, pen specular=diffuse,
- pen background=nullpen, real specularfactor=1,
- bool viewport=false...triple[] position) {
+ pen background=nullpen, real specularfactor=1 ...triple[] position) {
int n=position.length;
operator init(array(n,diffuse),array(n,ambient),array(n,specular),
- background,specularfactor,viewport,position);
+ background,specularfactor,position);
}
void operator init(pen diffuse=white, pen ambient=black, pen specular=diffuse,
- pen background=nullpen, bool viewport=false,
- real x, real y, real z) {
- operator init(diffuse,ambient,specular,background,viewport,(x,y,z));
+ pen background=nullpen, real x, real y, real z) {
+ operator init(diffuse,ambient,specular,background,(x,y,z));
}
void operator init(explicit light light) {
@@ -215,7 +211,6 @@ struct light {
specular=copy(light.specular);
background=light.background;
specularfactor=light.specularfactor;
- viewport=light.viewport;
position=copy(light.position);
}