Fixed colour temperature and intensity engine parameters, which were not calculating r,g,b correctly
Refactoring in preparation for LOD and geometric reflections --HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40116
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@@ -50,9 +50,9 @@ KRVector3 KRDirectionalLight::getLocalLightDirection() {
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#if TARGET_OS_IPHONE
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void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
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void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, KRMat4 &viewMatrix, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
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KRLight::render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
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KRLight::render(pCamera, pContext, viewMatrix, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
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if(renderPass == KRNode::RENDER_PASS_DEFERRED_LIGHTS) {
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// Lights are rendered on the second pass of the deferred renderer
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@@ -69,7 +69,7 @@ void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundi
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light_direction_view_space.normalize();
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KRShader *pShader = pContext->getShaderManager()->getShader("light_directional", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, false, renderPass);
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if(pShader->bind(pCamera, matModelToView, mvpmatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass)) {
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if(pShader->bind(pCamera, matModelToView, mvpmatrix, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass)) {
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GLDEBUG(glUniform3f(
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