private:
unsigned size;
const Light &light;
+ Renderable &shadow_caster;
Framebuffer fbo;
Camera shadow_camera;
Matrix shadow_matrix;
bool rendered;
public:
- ShadowMap(Resources &, unsigned, Renderable &, const Light &);
+ ShadowMap(Resources &, unsigned, Renderable &, const Light &, Renderable &);
+ DEPRECATED ShadowMap(Resources &, unsigned, Renderable &, const Light &);
+private:
+ void init(unsigned);
+public:
/** Sets the ShadowMap target point and radius. The transformation matrix is
computed so that a sphere with the specified parameters will be completely
covered by the ShadowMap. */