step->set_lighting(&resources.get<GL::Lighting>("Desert.lightn"));
step->set_depth_test(&GL::DepthTest::lequal());
- env_map = make_unique<GL::EnvironmentMap>(resources, 256, sphere, *env_seq);
+ env_map = make_unique<GL::EnvironmentMap>(resources, 256, GL::RGB16F, sphere, *env_seq);
sphere.set_matrix(GL::Matrix::translation(GL::Vector3(0.0f, 0.0f, 3.3f)));
content.add(resources.get<GL::Scene>("Background.scene"));