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_depth_test(&GL::DepthTest::lequal());
shadow_map = make_unique<GL::ShadowMap>(shadow_size, *sky, sun, *shadow_seq);
- shadow_map->set_darkness(0.9f);
shadow_map->set_target(GL::Vector3(0.0f, 0.0f, 0.0f), 20.0f);
GL::SequenceBuilder seq_bld(resources.get<GL::SequenceTemplate>("Desert.seq"));