float spot_exp;
Geometry::Angle<float> spot_cutoff;
float attenuation[3];
+ unsigned generation;
public:
Light();
void set_attenuation(float, float, float);
const float *get_attenuation() const { return attenuation; }
- /** Updates a ProgramData object with the uniforms for the Light. A view
- matrix and light source index must be passed in. */
- void update_shader_data(ProgramData &, const Matrix &, unsigned) const;
+ unsigned get_generation() const { return generation; }
+
+ /** Updates a ProgramData object with the uniforms for the Light. A light
+ source index must be passed in. Primarily used by Lighting. */
+ void update_shader_data(ProgramData &, unsigned) const;
};
} // namespace GL