More VS fixes

Former-commit-id: 356effb816b9527ff9e89ee3b99074c468455b08
This commit is contained in:
Lynix
2015-06-13 19:42:07 +02:00
parent 009d860d6c
commit 251e21f006
35 changed files with 121 additions and 79 deletions

View File

@@ -163,7 +163,7 @@ void NzForwardRenderTechnique::Uninitialize()
s_quadVertexBuffer.Reset();
}
bool NzForwardRenderTechnique::ChooseLights(const NzSpheref& object, bool includeDirectionalLights) const
void NzForwardRenderTechnique::ChooseLights(const NzSpheref& object, bool includeDirectionalLights) const
{
m_lights.clear();
@@ -740,8 +740,8 @@ const NzForwardRenderTechnique::ShaderUniforms* NzForwardRenderTechnique::GetSha
if (it == m_shaderUniforms.end())
{
ShaderUniforms uniforms;
uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, OnShaderInvalidated);
uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, OnShaderInvalidated);
uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &NzForwardRenderTechnique::OnShaderInvalidated);
uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &NzForwardRenderTechnique::OnShaderInvalidated);
uniforms.eyePosition = shader->GetUniformLocation("EyePosition");
uniforms.sceneAmbient = shader->GetUniformLocation("SceneAmbient");