#include <msp/fs/dir.h>
+#include <msp/gl/directionallight.h>
#include <msp/gl/sequencebuilder.h>
#include <msp/gl/renderer.h>
#include <msp/gl/tests.h>
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));
- GL::Light &sun = resources.get<GL::Light>("Sun.light");
+ GL::DirectionalLight &sun = resources.get<GL::DirectionalLight>("Sun.light");
sky = make_unique<GL::Sky>(content, sun);
sky->set_debug_name("Sky");
shadow_seq = make_unique<GL::Sequence>();
+ shadow_seq->set_clear_enabled(true);
shadow_seq->set_debug_name("Shadow sequence");
GL::Sequence::Step *step = &shadow_seq->add_step("shadow", content);
step->set_depth_test(GL::LEQUAL);
sequence.reset(seq_bld.build(view));
env_seq = make_unique<GL::Sequence>();
+ env_seq->set_clear_enabled(true);
env_seq->set_debug_name("Environment sequence");
step = &env_seq->add_step("", *shadow_map);
step->set_lighting(&resources.get<GL::Lighting>("Desert.lightn"));