Set up scene graph objects required for managing light sources
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4033
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@@ -46,7 +46,8 @@
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#import "KRShaderManager.h"
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KRModel::KRModel(std::string path, KRMaterialManager *pMaterialManager) {
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KRModel::KRModel(std::string name, std::string path, KRMaterialManager *pMaterialManager) {
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m_name = name;
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loadPack(path, pMaterialManager);
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}
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@@ -63,9 +64,14 @@ void KRModel::loadPack(std::string path, KRMaterialManager *pMaterialManager) {
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}
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}
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std::string KRModel::getName() {
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return m_name;
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}
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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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KRMaterial *pPrevBoundMaterial = NULL;
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@@ -102,6 +108,8 @@ void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, boo
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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#endif
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KRMesh *KRModel::getMesh() {
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return m_pMesh;
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}
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