Specular calculations for deferred lighting in progress
Have integrated the position of the directional light in the scene graph (imported from fbx) with the forward renderer and deferred lighting renderer's directional light angle --HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4048
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@@ -19,6 +19,7 @@ public:
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virtual ~KRDirectionalLight();
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virtual std::string getElementName();
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KRVector3 getLightDirection();
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#if TARGET_OS_IPHONE
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