X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=demos%2Fdesertpillars%2Fsource%2Fdesertpillars.cpp;h=6cde69b008e00ab47431dda0d939fde7489498fe;hb=e03a752116ab28283bf89dddf1228804cc853a7b;hp=41d150b0a8e6c7bffd0b8fb62722ec0df653e9d3;hpb=54d0db2e998cd07a72acc883f9d8735bd97563a2;p=libs%2Fgl.git diff --git a/demos/desertpillars/source/desertpillars.cpp b/demos/desertpillars/source/desertpillars.cpp index 41d150b0..6cde69b0 100644 --- a/demos/desertpillars/source/desertpillars.cpp +++ b/demos/desertpillars/source/desertpillars.cpp @@ -24,7 +24,7 @@ DesertPillars::DesertPillars(int, char **): keyboard(window), view(window, gl_ctx), camera(resources.get("Camera.camera")), - sphere(resources.get("sphere_phong.object")), + sphere(resources.get("Sphere.object")), sphere_morph(0.0f), sphere_frozen(false), sphere_stopped(false), @@ -34,16 +34,15 @@ DesertPillars::DesertPillars(int, char **): window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &DesertPillars::exit), 0)); keyboard.signal_button_press.connect(sigc::bind_return(sigc::mem_fun(this, &DesertPillars::key_press), false)); - const GL::Light &sun = resources.get("Sun.light"); - sky = make_unique(resources, content, sun); + GL::Light &sun = resources.get("Sun.light"); + sky = make_unique(content, sun); unsigned shadow_size = 8192; shadow_seq = make_unique(shadow_size, shadow_size); GL::Sequence::Step *step = &shadow_seq->add_step("shadow", content); step->set_depth_test(&GL::DepthTest::lequal()); - shadow_map = make_unique(resources, shadow_size, *sky, sun, *shadow_seq); - shadow_map->set_darkness(0.9f); + shadow_map = make_unique(shadow_size, *sky, sun, *shadow_seq); shadow_map->set_target(GL::Vector3(0.0f, 0.0f, 0.0f), 20.0f); GL::SequenceBuilder seq_bld(resources.get("Desert.seq")); @@ -56,7 +55,7 @@ DesertPillars::DesertPillars(int, char **): step->set_lighting(&resources.get("Desert.lightn")); step->set_depth_test(&GL::DepthTest::lequal()); - env_map = make_unique(resources, 256, GL::RGB16F, sphere, *env_seq); + env_map = make_unique(256, GL::RGB16F, 7, sphere, *env_seq); sphere.set_matrix(GL::Matrix::translation(GL::Vector3(0.0f, 0.0f, 3.3f))); content.add(resources.get("Background.scene"));