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-rw-r--r--game/scenary/foliage.cpp2
-rw-r--r--game/scenary/foliage.h2
-rw-r--r--game/terrain.cpp2
-rw-r--r--game/terrain.h2
-rw-r--r--game/vehicles/railVehicleClass.cpp2
-rw-r--r--game/vehicles/railVehicleClass.h2
6 files changed, 6 insertions, 6 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
index c1bf9b9..159a078 100644
--- a/game/scenary/foliage.cpp
+++ b/game/scenary/foliage.cpp
@@ -41,7 +41,7 @@ Foliage::render(const SceneShader & shader, const Frustum &) const
}
void
-Foliage::shadows(const ShadowMapper & mapper) const
+Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const
{
if (const auto count = instances.size()) {
const auto dimensions = bodyMesh->getDimensions();
diff --git a/game/scenary/foliage.h b/game/scenary/foliage.h
index 422c7aa..71bc734 100644
--- a/game/scenary/foliage.h
+++ b/game/scenary/foliage.h
@@ -25,7 +25,7 @@ public:
mutable InstanceVertices<LocationVertex> instances;
void render(const SceneShader &, const Frustum &) const override;
- void shadows(const ShadowMapper &) const override;
+ void shadows(const ShadowMapper &, const Frustum &) const override;
void updateStencil(const ShadowStenciller &) const override;
glTexture shadowStencil = ShadowStenciller::createStencilTexture(256, 256);
diff --git a/game/terrain.cpp b/game/terrain.cpp
index 577d9e5..e9e9463 100644
--- a/game/terrain.cpp
+++ b/game/terrain.cpp
@@ -128,7 +128,7 @@ Terrain::render(const SceneShader & shader, const Frustum & frustum) const
}
void
-Terrain::shadows(const ShadowMapper & shadowMapper) const
+Terrain::shadows(const ShadowMapper & shadowMapper, const Frustum &) const
{
shadowMapper.landmess.use();
for (const auto & [surface, sab] : meshes) {
diff --git a/game/terrain.h b/game/terrain.h
index 5f03634..eaec01d 100644
--- a/game/terrain.h
+++ b/game/terrain.h
@@ -17,7 +17,7 @@ public:
}
void render(const SceneShader & shader, const Frustum &) const override;
- void shadows(const ShadowMapper &) const override;
+ void shadows(const ShadowMapper &, const Frustum &) const override;
void tick(TickDuration) override;
diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp
index 179b570..162a29a 100644
--- a/game/vehicles/railVehicleClass.cpp
+++ b/game/vehicles/railVehicleClass.cpp
@@ -47,7 +47,7 @@ RailVehicleClass::render(const SceneShader & shader, const Frustum &) const
}
void
-RailVehicleClass::shadows(const ShadowMapper & mapper) const
+RailVehicleClass::shadows(const ShadowMapper & mapper, const Frustum &) const
{
if (const auto count = static_cast<GLsizei>(instances.size())) {
mapper.dynamicPointInst.use();
diff --git a/game/vehicles/railVehicleClass.h b/game/vehicles/railVehicleClass.h
index 2c1fd2b..6eb4ca5 100644
--- a/game/vehicles/railVehicleClass.h
+++ b/game/vehicles/railVehicleClass.h
@@ -15,7 +15,7 @@ class Location;
class RailVehicleClass : public Renderable, public Asset {
public:
void render(const SceneShader & shader, const Frustum &) const override;
- void shadows(const ShadowMapper & shadowMapper) const override;
+ void shadows(const ShadowMapper & shadowMapper, const Frustum &) const override;
struct LocationVertex {
glm::mat3 body, front, back;