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
This commit is contained in:
@@ -50,7 +50,7 @@ public:
|
||||
KRShaderManager(const GLchar *szVertShaderSource, const GLchar *szFragShaderSource);
|
||||
~KRShaderManager();
|
||||
|
||||
KRShader *getShader(KRCamera *pCamera, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, int iShadowQuality, bool bShadowMap, bool bDiffuseMapScale,bool bSpecMapScale, bool bNormalMapScale, bool bDiffuseMapOffset, bool bSpecMapOffset, bool bNormalMapOffset);
|
||||
KRShader *getShader(KRCamera *pCamera, bool bDiffuseMap, bool bNormalMap, bool bSpecMap, int iShadowQuality, bool bLightMap, bool bDiffuseMapScale,bool bSpecMapScale, bool bNormalMapScale, bool bDiffuseMapOffset, bool bSpecMapOffset, bool bNormalMapOffset);
|
||||
|
||||
private:
|
||||
std::map<std::string, KRShader *> m_shaders;
|
||||
|
||||
Reference in New Issue
Block a user