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authorDan Goodliffe <dan@randomdan.homeip.net>2022-12-04 17:16:31 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-12-04 17:16:31 +0000
commit6433b56c3af8721f8301255818a8dd692e75492e (patch)
tree46471356f76e4dc66746fa4133c928609b5c0620 /test/test-render.cpp
parentFixed point shadow shader doesn't need normal/texture data (diff)
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Generate and use a shadow map
Generated when the directional light is specified in the environment call, passed to the directional light shader pass to conditionally illuminate each pixel.
Diffstat (limited to 'test/test-render.cpp')
-rw-r--r--test/test-render.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/test/test-render.cpp b/test/test-render.cpp
index f6185b4..d6e4094 100644
--- a/test/test-render.cpp
+++ b/test/test-render.cpp
@@ -119,7 +119,7 @@ BOOST_AUTO_TEST_CASE(pointlight)
environment(const SceneShader &, const SceneRenderer & r) const override
{
r.setAmbientLight({0.2F, 0.2F, 0.2F});
- r.setDirectionalLight({}, down);
+ r.setDirectionalLight({}, down, *this);
}
void
lights(const SceneShader & shader) const override