if(rendered)
return;
- renderable.setup_frame();
rendered = true;
+ renderable.setup_frame();
const Vector4 &lpos = light.get_position();
Vector3 back;
{
/* XXX Not really proper way to support positional lights, but good
enough when the light source is far away */
- back = Vector3(lpos)-target;
+ back = lpos.slice<3>(0)-target;
}
else
- back = Vector3(lpos);
+ back = lpos.slice<3>(0);
back.normalize();
Vector3 up;
Vector3 right = normalize(cross(up, back));
Vector4 columns[4];
- columns[0] = Vector4(right, 0.0f);
- columns[1] = Vector4(normalize(cross(back, right)), 0.0f);
- columns[2] = Vector4(back, 0.0f);
- columns[3] = Vector4(target, 1.0f);
+ columns[0] = compose(right, 0.0f);
+ columns[1] = compose(normalize(cross(back, right)), 0.0f);
+ columns[2] = compose(back, 0.0f);
+ columns[3] = compose(target, 1.0f);
light_matrix = Matrix::from_columns(columns);
view_matrix = invert(light_matrix);