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authorDan Goodliffe <dan@randomdan.homeip.net>2022-12-03 03:41:32 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-12-03 03:41:32 +0000
commitaa75b018f3b97c72b57de68867417cbda51439c3 (patch)
tree446efaad2727ae6bff6433e8bfbf590e99d5e310 /game/vehicles/railVehicle.cpp
parentAdd GL_DEBUG_OUTPUT with boost test error handling to test-render context (diff)
downloadilt-aa75b018f3b97c72b57de68867417cbda51439c3.tar.bz2
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Initial commit of the shadow map generator and shadows render interface
Lots of hard coding, buggy in places, far from great, but the basics work.
Diffstat (limited to 'game/vehicles/railVehicle.cpp')
-rw-r--r--game/vehicles/railVehicle.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp
index 0cf4e72..bcde68f 100644
--- a/game/vehicles/railVehicle.cpp
+++ b/game/vehicles/railVehicle.cpp
@@ -18,6 +18,12 @@ RailVehicle::render(const SceneShader & shader) const
}
void
+RailVehicle::shadows(const ShadowMapper & shadowMapper) const
+{
+ rvClass->shadows(shadowMapper, location);
+}
+
+void
RailVehicle::move(const Train * t, float & trailBy)
{
const auto overhang {(rvClass->length - rvClass->wheelBase) / 2};