renderer.set_scissor(&light.region);
renderer.set_camera(v.camera);
- renderer.render(*light.shadow_caster, (v.face>0 ? "noclear" : ""));
+ light.shadow_caster->render(renderer, (v.face>0 ? "noclear" : ""));
}
}
void ShadowMap::render(Renderer &renderer, Tag tag) const
{
if(!enabled_methods.count(tag))
- return renderer.render(renderable, tag);
+ return renderable.render(renderer, tag);
Renderer::Push _push_rend(renderer);
renderer.set_texture("shadow_map", &depth_buf, &sampler);
renderer.add_shader_data(shdata);
- renderer.render(renderable, tag);
+ renderable.render(renderer, tag);
}
void ShadowMap::set_debug_name(const string &name)