Littles fixes
-Light Manager: I prefer iterators -OpenGL: The UV problem is solved, but you forget to change the cubemaps -Texture: GetSize() could return a int instead a NzVector2ui -Algorithm: Simplification -Utility: Couldn't compile Former-commit-id: db890711b451d03427871fb997549a1b13c7d80a
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@@ -37,10 +37,10 @@ unsigned int NzLightManager::ComputeClosestLights(const NzVector3f& position, fl
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light.score = std::numeric_limits<unsigned int>::max(); // Nous jouons au Golf
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}
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for (unsigned int i = 0; i < m_lights.size(); ++i)
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for (auto it = m_lights.begin(); it != m_lights.end(); ++it)
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{
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const NzLight** lights = m_lights[i].first;
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unsigned int lightCount = m_lights[i].second;
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const NzLight** lights = it->first;
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unsigned int lightCount = it->second;
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for (unsigned int j = 0; j < lightCount; ++j)
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{
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