Continued refactoring for multiple light support in forward rendering

--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40158
This commit is contained in:
kearwood
2012-11-16 02:58:23 +00:00
parent 3b352511dc
commit c30c9725e9
25 changed files with 256 additions and 175 deletions

View File

@@ -150,7 +150,7 @@ KRNode *KRNode::LoadXML(KRScene &scene, tinyxml2::XMLElement *e) {
} else if(strcmp(szElementName, "mesh") == 0) {
float lod_min_coverage = 0.0f;
if(e->QueryFloatAttribute("lod_min_coverage", &lod_min_coverage) != tinyxml2::XML_SUCCESS) {
lod_min_coverage = 0.0f; //1.0f / 1024.0f / 768.0f; // FINDME - HACK - Need to dynamically select the absolute minimum based on the render buffer size
lod_min_coverage = 0.0f;
}
bool receives_shadow = true;
if(e->QueryBoolAttribute("receives_shadow", &receives_shadow) != tinyxml2::XML_SUCCESS) {
@@ -168,7 +168,7 @@ KRNode *KRNode::LoadXML(KRScene &scene, tinyxml2::XMLElement *e) {
#if TARGET_OS_IPHONE
void KRNode::render(KRCamera *pCamera, std::stack<KRLight *> &lights, const KRViewport &viewport, RenderPass renderPass)
void KRNode::render(KRCamera *pCamera, std::vector<KRLight *> &lights, const KRViewport &viewport, RenderPass renderPass)
{
}