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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-01-07 15:41:04 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-01-07 15:41:04 +0000 |
commit | 839bf2ab51c4ec55f06b4224716c564451758072 (patch) | |
tree | 63800794b1bcff504947cde45472d0c893f0aeda /gfx/gl/sceneRenderer.h | |
parent | min/mag filter for shadow mapper depth map texture (diff) | |
download | ilt-839bf2ab51c4ec55f06b4224716c564451758072.tar.bz2 ilt-839bf2ab51c4ec55f06b4224716c564451758072.tar.xz ilt-839bf2ab51c4ec55f06b4224716c564451758072.zip |
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.h | 2 |
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, |