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authorDan Goodliffe <dan.goodliffe@octal.co.uk>2026-02-23 17:35:48 +0000
committerDan Goodliffe <dan.goodliffe@octal.co.uk>2026-02-23 17:35:48 +0000
commit89b8ffa013c10db57be14fbdd59757c08c243e18 (patch)
treee753cc920e37e72bec6a7ae391edcf25940f2db3 /gfx/gl/sceneRenderer.h
parentSimplified Frustum (diff)
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Tidy the preFrame logic into a single function in SceneRenderer
Clients now just call that one helper and SceneProvider passes in all the renderables.
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 2ec8057..d6f5dd1 100644
--- a/gfx/gl/sceneRenderer.h
+++ b/gfx/gl/sceneRenderer.h
@@ -17,8 +17,8 @@ public:
void resize(ScreenAbsCoord size);
+ void preFrame(const SceneProvider & scene, LightDirection lightDirection);
void render(const SceneProvider &) const;
- std::pair<const Frustum &, const Frustum &> preFrame(const LightDirection &);
void setAmbientLight(const RGB & colour) const;
void setDirectionalLight(const RGB & colour, const LightDirection & direction, const SceneProvider &) const;