]> git.tdb.fi Git - libs/gl.git/blobdiff - demos/desertpillars/source/desertpillars.cpp
Redesign depth and stencil test and blend state management
[libs/gl.git] / demos / desertpillars / source / desertpillars.cpp
index 124df81cfb14e4cb41271c98ee9df943919bf7bd..dee2c490148c2ea2ad95325785e1be05137edb88 100644 (file)
@@ -42,7 +42,7 @@ DesertPillars::DesertPillars(int, char **):
        shadow_seq = make_unique<GL::Sequence>(shadow_size, shadow_size);
        shadow_seq->set_debug_name("Shadow sequence");
        GL::Sequence::Step *step = &shadow_seq->add_step("shadow", content);
-       step->set_depth_test(&GL::DepthTest::lequal());
+       step->set_depth_test(GL::LEQUAL);
 
        shadow_map = make_unique<GL::ShadowMap>(shadow_size, *sky, sun, *shadow_seq);
        shadow_map->set_debug_name("Shadow map");
@@ -58,7 +58,7 @@ DesertPillars::DesertPillars(int, char **):
        env_seq->set_debug_name("Environment sequence");
        step = &env_seq->add_step("", *shadow_map);
        step->set_lighting(&resources.get<GL::Lighting>("Desert.lightn"));
-       step->set_depth_test(&GL::DepthTest::lequal());
+       step->set_depth_test(GL::LEQUAL);
 
        env_map = make_unique<GL::EnvironmentMap>(256, GL::RGB16F, 7, sphere, *env_seq);
        env_map->set_debug_name("Environment map");