]> git.tdb.fi Git - libs/gl.git/blobdiff - demos/desertpillars/source/desertpillars.cpp
Allow creating sequences without size
[libs/gl.git] / demos / desertpillars / source / desertpillars.cpp
index dee2c490148c2ea2ad95325785e1be05137edb88..b5db8afd1f05d02867376819a160f2d2fea0fbc0 100644 (file)
@@ -38,13 +38,12 @@ DesertPillars::DesertPillars(int, char **):
        sky = make_unique<GL::Sky>(content, sun);
        sky->set_debug_name("Sky");
 
        sky = make_unique<GL::Sky>(content, sun);
        sky->set_debug_name("Sky");
 
-       unsigned shadow_size = 8192;
-       shadow_seq = make_unique<GL::Sequence>(shadow_size, shadow_size);
+       shadow_seq = make_unique<GL::Sequence>();
        shadow_seq->set_debug_name("Shadow sequence");
        GL::Sequence::Step *step = &shadow_seq->add_step("shadow", content);
        step->set_depth_test(GL::LEQUAL);
 
        shadow_seq->set_debug_name("Shadow sequence");
        GL::Sequence::Step *step = &shadow_seq->add_step("shadow", content);
        step->set_depth_test(GL::LEQUAL);
 
-       shadow_map = make_unique<GL::ShadowMap>(shadow_size, *sky, sun, *shadow_seq);
+       shadow_map = make_unique<GL::ShadowMap>(8192, *sky, sun, *shadow_seq);
        shadow_map->set_debug_name("Shadow map");
        shadow_map->set_target(GL::Vector3(0.0f, 0.0f, 0.0f), 20.0f);
 
        shadow_map->set_debug_name("Shadow map");
        shadow_map->set_target(GL::Vector3(0.0f, 0.0f, 0.0f), 20.0f);
 
@@ -53,8 +52,7 @@ DesertPillars::DesertPillars(int, char **):
        seq_bld.set_debug_name("Main sequence");
        sequence.reset(seq_bld.build(view));
 
        seq_bld.set_debug_name("Main sequence");
        sequence.reset(seq_bld.build(view));
 
-       unsigned env_size = 256;
-       env_seq = make_unique<GL::Sequence>(env_size, env_size);
+       env_seq = make_unique<GL::Sequence>();
        env_seq->set_debug_name("Environment sequence");
        step = &env_seq->add_step("", *shadow_map);
        step->set_lighting(&resources.get<GL::Lighting>("Desert.lightn"));
        env_seq->set_debug_name("Environment sequence");
        step = &env_seq->add_step("", *shadow_map);
        step->set_lighting(&resources.get<GL::Lighting>("Desert.lightn"));