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_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);
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"));