diff options
author | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-12-04 17:16:31 +0000 |
---|---|---|
committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-12-04 17:16:31 +0000 |
commit | 6433b56c3af8721f8301255818a8dd692e75492e (patch) | |
tree | 46471356f76e4dc66746fa4133c928609b5c0620 /test | |
parent | Fixed point shadow shader doesn't need normal/texture data (diff) | |
download | ilt-6433b56c3af8721f8301255818a8dd692e75492e.tar.bz2 ilt-6433b56c3af8721f8301255818a8dd692e75492e.tar.xz ilt-6433b56c3af8721f8301255818a8dd692e75492e.zip |
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')
-rw-r--r-- | test/test-render.cpp | 2 |
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 |