X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fmaterials%2Flighting.h;h=92a4bcf8d9478a93074bd318f03c1ad77e905a91;hb=cd15da52eac6471f860f4232161c451530dc9bd4;hp=833e7d2ba1277e916f6dd3f6f8c917c30f9d428b;hpb=a275d25eccad43716c5dcf91f8bc4af2a53c0445;p=libs%2Fgl.git diff --git a/source/materials/lighting.h b/source/materials/lighting.h index 833e7d2b..92a4bcf8 100644 --- a/source/materials/lighting.h +++ b/source/materials/lighting.h @@ -4,7 +4,6 @@ #include #include #include "color.h" -#include "gl.h" #include "programdata.h" namespace Msp { @@ -59,12 +58,10 @@ private: Color fog_color; float fog_density; std::vector lights; - std::vector owned_data; mutable ProgramData shdata; public: Lighting(); - ~Lighting(); /** Sets the ambient lighting color. Affects all surfaces in the scene. */ void set_ambient(const Color &); @@ -72,15 +69,15 @@ public: const Color &get_ambient() const { return ambient; } /** Sets the color of the sky at zenith. Has no effect without shaders. */ - void set_sky_color(const Color &); + DEPRECATED void set_sky_color(const Color &); /** Sets the direction of the zenith. Defaults to positive Z axis. Has no effect without shaders. */ - void set_zenith_direction(const Vector3 &); + DEPRECATED void set_zenith_direction(const Vector3 &); /** Sets the angle where skylight cuts off, counted from the true horizon. Has no effect without shaders. */ - void set_horizon_angle(const Geometry::Angle &); + DEPRECATED void set_horizon_angle(const Geometry::Angle &); /** Sets the fog color, which is blended into distant surfaces. */ void set_fog_color(const Color &);