keyboard(window),
view(window, gl_ctx),
camera(resources.get<GL::Camera>("Camera.camera")),
- sphere(resources.get<GL::Object>("sphere_phong.object")),
+ sphere(resources.get<GL::Object>("Sphere.object")),
sphere_morph(0.0f),
sphere_frozen(false),
sphere_stopped(false),
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<GL::Light>("Sun.light");
+ GL::Light &sun = resources.get<GL::Light>("Sun.light");
sky = make_unique<GL::Sky>(content, sun);
unsigned shadow_size = 8192;
step->set_lighting(&resources.get<GL::Lighting>("Desert.lightn"));
step->set_depth_test(&GL::DepthTest::lequal());
- env_map = make_unique<GL::EnvironmentMap>(256, GL::RGB16F, sphere, *env_seq);
+ env_map = make_unique<GL::EnvironmentMap>(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<GL::Scene>("Background.scene"));