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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2025-03-11 00:51:13 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2025-03-11 01:13:59 +0000 |
commit | 870ca4cd15b24b78d85da793c3e236ab2dfdb4a2 (patch) | |
tree | 6e262aead08d04f782caf803296a1c49ce1c53e6 /test/test-render.cpp | |
parent | Initialise shadow bounding box to light view point (diff) | |
download | ilt-870ca4cd15b24b78d85da793c3e236ab2dfdb4a2.tar.bz2 ilt-870ca4cd15b24b78d85da793c3e236ab2dfdb4a2.tar.xz ilt-870ca4cd15b24b78d85da793c3e236ab2dfdb4a2.zip |
Add a spike of terrain in test-render
Very fake, but casts a clear shadow.
Diffstat (limited to 'test/test-render.cpp')
-rw-r--r-- | test/test-render.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/test/test-render.cpp b/test/test-render.cpp index f205b89..8390d25 100644 --- a/test/test-render.cpp +++ b/test/test-render.cpp @@ -38,6 +38,8 @@ class TestScene : public SceneProvider { public: TestScene() { + terrain->point(GeoData::VertexHandle {517}).z = 100'000; + terrain->generateMeshes(); gameState->assets = AssetFactory::loadAll(RESDIR); brush47rvc = std::dynamic_pointer_cast<RailVehicleClass>(gameState->assets.at("brush-47")); std::random_device randomdev {}; |