Light mapping implemented
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4023
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@@ -50,7 +50,7 @@ class KRScene {
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public:
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KRScene();
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~KRScene();
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KRInstance *addInstance(KRModel *pModel, KRMat4 modelMatrix);
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KRInstance *addInstance(KRModel *pModel, KRMat4 modelMatrix, std::string shadow_map);
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void render(KRCamera *pCamera, KRBoundingVolume &frustrumVolume, KRMaterialManager *pMaterialManager, bool bRenderShadowMap, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRShaderManager *pShaderManager, KRTextureManager *pTextureManager);
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KRBoundingVolume getExtents();
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private:
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