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| author | Dan Goodliffe <dan.goodliffe@octal.co.uk> | 2026-02-18 17:14:31 +0000 |
|---|---|---|
| committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-02-18 19:02:27 +0000 |
| commit | d8464a28c6066931dd638653e2a082e2640191dc (patch) | |
| tree | 18134e3ee51c9fd423b9395b90c3f19b6e54cfc3 /gfx/renderable.h | |
| parent | Add Renderable::preFrame for doing non-const frame prep work (diff) | |
| download | ilt-d8464a28c6066931dd638653e2a082e2640191dc.tar.bz2 ilt-d8464a28c6066931dd638653e2a082e2640191dc.tar.xz ilt-d8464a28c6066931dd638653e2a082e2640191dc.zip | |
Fix up the preFrame process to use both frustums
(camera and directional light frustums)
This has made the whole preFrame process far more fiddly and repetitive
than I'd like, but it does work. Maybe we can tidy it up later.
Diffstat (limited to 'gfx/renderable.h')
| -rw-r--r-- | gfx/renderable.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/gfx/renderable.h b/gfx/renderable.h index d7f593a..ea72bb6 100644 --- a/gfx/renderable.h +++ b/gfx/renderable.h @@ -13,7 +13,7 @@ public: virtual ~Renderable() = default; DEFAULT_MOVE_COPY(Renderable); - virtual void preFrame(const Frustum &); + virtual void preFrame(const Frustum &, const Frustum &); virtual void render(const SceneShader & shader, const Frustum &) const = 0; virtual void lights(const SceneShader & shader) const; virtual void shadows(const ShadowMapper & shadowMapper, const Frustum &) const; |
