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authorDan Goodliffe <dan@randomdan.homeip.net>2023-01-07 15:41:04 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-01-07 15:41:04 +0000
commit839bf2ab51c4ec55f06b4224716c564451758072 (patch)
tree63800794b1bcff504947cde45472d0c893f0aeda /gfx/gl/sceneRenderer.h
parentmin/mag filter for shadow mapper depth map texture (diff)
downloadilt-839bf2ab51c4ec55f06b4224716c564451758072.tar.bz2
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Only generate the first N shadow maps which are useful
Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner
Diffstat (limited to 'gfx/gl/sceneRenderer.h')
-rw-r--r--gfx/gl/sceneRenderer.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h
index 5f6a36e..d4af665 100644
--- a/gfx/gl/sceneRenderer.h
+++ b/gfx/gl/sceneRenderer.h
@@ -38,7 +38,7 @@ private:
using Program::use;
void setDirectionalLight(const glm::vec3 &, const glm::vec3 &, const std::span<const glm::mat4x4>,
- const std::span<const glm::vec4>) const;
+ const std::span<const glm::vec4>, std::size_t maps) const;
private:
RequiredUniformLocation directionLoc, colourLoc, lightViewProjectionLoc, lightViewProjectionCountLoc,