Refactored, renaming "shadow map" to "light map" to avoid confusion with the shadow volume maps
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4036
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@@ -73,7 +73,7 @@ KRModel::~KRModel() {
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}
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#if TARGET_OS_IPHONE
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void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, bool bRenderShadowMap, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRShaderManager *pShaderManager, KRTextureManager *pTextureManager, KRTexture *pShadowMap) {
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void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, bool bRenderShadowMap, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRShaderManager *pShaderManager, KRTextureManager *pTextureManager, KRTexture *pLightMap) {
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KRMaterial *pPrevBoundMaterial = NULL;
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int iPrevBuffer = -1;
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char szPrevShaderKey[128];
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@@ -99,7 +99,7 @@ void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, boo
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KRMaterial *pMaterial = m_materials[iSubmesh];
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if(pMaterial != NULL && pMaterial == (*mat_itr)) {
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pMaterial->bind(&pPrevBoundMaterial, szPrevShaderKey, pCamera, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, pShaderManager, pTextureManager, pShadowMap);
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pMaterial->bind(&pPrevBoundMaterial, szPrevShaderKey, pCamera, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, pShaderManager, pTextureManager, pLightMap);
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m_pMesh->renderSubmesh(iSubmesh, &iPrevBuffer);
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}
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}
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