depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1);
for(unsigned i=0; i<6; ++i)
{
- TextureCubeFace face = TextureCube::enumerate_faces(i);
+ TextureCubeFace face = static_cast<TextureCubeFace>(i);
faces[i].fbo.set_format((COLOR_ATTACHMENT,f, DEPTH_ATTACHMENT,DEPTH_COMPONENT32F));
faces[i].fbo.attach(COLOR_ATTACHMENT, env_tex, face, 0);
faces[i].fbo.attach(DEPTH_ATTACHMENT, depth_buf);
LinAl::Matrix<float, 3, 3> face_matrices[6];
for(unsigned i=0; i<6; ++i)
{
- GL::TextureCubeFace face = GL::TextureCube::enumerate_faces(i);
+ GL::TextureCubeFace face = static_cast<TextureCubeFace>(i);
GL::Vector3 columns[3];
columns[0] = GL::TextureCube::get_s_direction(face);
columns[1] = GL::TextureCube::get_t_direction(face);