Fixed typo
Former-commit-id: 291aec9c9969efdadd90017ea6cb81466c2d06e2
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ffbff9e707
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@ -105,7 +105,7 @@ class NAZARA_API NzForwardRenderQueue : public NzAbstractRenderQueue, NzResource
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std::vector<TransparentSkeletalModel> transparentSkeletalModels;
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std::vector<TransparentStaticModel> transparentStaticModels;
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std::vector<const NzDrawable*> otherDrawables;
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LightContainer directionnalLights;
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LightContainer directionalLights;
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LightContainer lights;
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};
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@ -35,7 +35,7 @@ class NAZARA_API NzForwardRenderTechnique : public NzAbstractRenderTechnique
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NzForwardRenderQueue m_renderQueue;
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NzIndexBufferRef m_indexBuffer;
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NzLightManager m_directionnalLights;
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NzLightManager m_directionalLights;
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NzLightManager m_lights;
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NzVertexBuffer m_spriteBuffer;
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unsigned int m_maxLightsPerObject;
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@ -53,7 +53,7 @@ void NzForwardRenderQueue::AddLight(const NzLight* light)
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switch (light->GetLightType())
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{
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case nzLightType_Directional:
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directionnalLights.push_back(light);
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directionalLights.push_back(light);
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break;
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case nzLightType_Point:
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@ -201,7 +201,7 @@ void NzForwardRenderQueue::AddSubMesh(const NzMaterial* material, const NzSubMes
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void NzForwardRenderQueue::Clear(bool fully)
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{
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directionnalLights.clear();
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directionalLights.clear();
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lights.clear();
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otherDrawables.clear();
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transparentsModels.clear();
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@ -76,7 +76,7 @@ void NzForwardRenderTechnique::Clear(const NzScene* scene)
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void NzForwardRenderTechnique::Draw(const NzScene* scene)
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{
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m_directionnalLights.SetLights(&m_renderQueue.directionnalLights[0], m_renderQueue.directionnalLights.size());
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m_directionalLights.SetLights(&m_renderQueue.directionalLights[0], m_renderQueue.directionalLights.size());
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m_lights.SetLights(&m_renderQueue.lights[0], m_renderQueue.lights.size());
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m_renderQueue.Sort(scene->GetViewer());
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@ -201,9 +201,9 @@ void NzForwardRenderTechnique::DrawOpaqueModels(const NzScene* scene)
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program->SendVector(program->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
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// On envoie les lumières directionnelles s'il y a (Les mêmes pour tous)
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lightCount = std::min(m_directionnalLights.GetLightCount(), 3U);
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lightCount = std::min(m_directionalLights.GetLightCount(), 3U);
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for (unsigned int i = 0; i < lightCount; ++i)
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m_directionnalLights.GetLight(i)->Enable(program, i);
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m_directionalLights.GetLight(i)->Enable(program, i);
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lastProgram = program;
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}
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@ -430,9 +430,9 @@ void NzForwardRenderTechnique::DrawTransparentModels(const NzScene* scene)
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program->SendVector(program->GetUniformLocation(nzShaderUniform_EyePosition), viewer->GetEyePosition());
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// On envoie les lumières directionnelles s'il y a (Les mêmes pour tous)
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lightCount = std::min(m_directionnalLights.GetLightCount(), 3U);
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lightCount = std::min(m_directionalLights.GetLightCount(), 3U);
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for (unsigned int i = 0; i < lightCount; ++i)
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m_directionnalLights.GetLight(i)->Enable(program, i);
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m_directionalLights.GetLight(i)->Enable(program, i);
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lastProgram = program;
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}
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