Working on lights, I'm conceeding and just using a fixed array. I think it will be faster in the long run, as I won't have to rebind the lights when I add/remove one. Also wrestling with really lame compiler erros with these templated pointers
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@@ -32,7 +32,6 @@
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#include "raycaster/Hardware_Caster.h"
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#include "Vector4.hpp"
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#include "Camera.h"
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#include "raycaster/Software_Caster.h"
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#include "Input.h"
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#include "Pub_Sub.h"
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#include "NetworkInput.h"
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@@ -92,7 +91,8 @@ int main() {
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// Start up the raycaster
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//Hardware_Caster *raycaster = new Hardware_Caster();
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std::shared_ptr<Hardware_Caster> raycaster(new Hardware_Caster());
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Hardware_Caster *raycaster = new Hardware_Caster();
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//std::shared_ptr<Hardware_Caster> raycaster(new Hardware_Caster());
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if (raycaster->init() != 1) {
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abort();
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@@ -129,8 +129,8 @@ int main() {
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*/
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// Light for the currently non functional Bling Phong shader
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std::shared_ptr<RayCaster> asdf;
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//LightController l(asdf);
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//std::unique_ptr<RayCaster> asdf(raycaster);
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//LightController light_controller(std::move(raycaster));
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// *links* the lights to the GPU
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//raycaster->assign_lights();
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