Graphics/ForwardRenderTechnique: Fix light uniforms
Former-commit-id: b3f0ae5cab39ea5a698800985843a818280d18be
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@@ -42,7 +42,7 @@ class NAZARA_API NzForwardRenderTechnique : public NzAbstractRenderTechnique
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void DrawTransparentModels(const NzAbstractViewer* viewer, const NzSceneData& sceneData) const;
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const ShaderUniforms* GetShaderUniforms(const NzShader* shader) const;
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void OnShaderInvalidated(const NzShader* shader) const;
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void SendLightUniforms(const NzShader* shader, const NzLightUniforms& uniforms, unsigned int uniformOffset, unsigned int index) const;
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void SendLightUniforms(const NzShader* shader, const NzLightUniforms& uniforms, unsigned int index, unsigned int uniformOffset) const;
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static float ComputeDirectionalLightScore(const NzSpheref& object, const NzAbstractRenderQueue::DirectionalLight& light);
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static float ComputePointLightScore(const NzSpheref& object, const NzAbstractRenderQueue::PointLight& light);
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@@ -2,7 +2,7 @@
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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inline void NzForwardRenderTechnique::SendLightUniforms(const NzShader* shader, const NzLightUniforms& uniforms, unsigned int uniformOffset, unsigned int index) const
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inline void NzForwardRenderTechnique::SendLightUniforms(const NzShader* shader, const NzLightUniforms& uniforms, unsigned int index, unsigned int uniformOffset) const
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{
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if (index < m_lights.size())
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{
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