namespace GL {
class Light;
-class Resources;
/**
Creates shadows on a renderable through a shadow map texture. In the setup
bool rendered;
public:
- ShadowMap(Resources &, unsigned, Renderable &, const Light &, Renderable &);
- DEPRECATED ShadowMap(Resources &, unsigned, Renderable &, const Light &);
-private:
- void init(unsigned);
+ ShadowMap(unsigned, Renderable &, const Light &, Renderable &);
-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. */
virtual void finish_frame();
virtual void render(Renderer &, Tag = Tag()) const;
+
+ virtual void set_debug_name(const std::string &);
};
} // namespace GL