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

This commit is contained in:
MitchellHansen
2017-02-08 23:17:10 -08:00
parent 0047db0a65
commit bfb6d922a3
12 changed files with 154 additions and 144 deletions

View File

@@ -32,7 +32,6 @@
#include "raycaster/Hardware_Caster.h"
#include "Vector4.hpp"
#include "Camera.h"
#include "raycaster/Software_Caster.h"
#include "Input.h"
#include "Pub_Sub.h"
#include "NetworkInput.h"
@@ -92,7 +91,8 @@ int main() {
// Start up the raycaster
//Hardware_Caster *raycaster = new Hardware_Caster();
std::shared_ptr<Hardware_Caster> raycaster(new Hardware_Caster());
Hardware_Caster *raycaster = new Hardware_Caster();
//std::shared_ptr<Hardware_Caster> raycaster(new Hardware_Caster());
if (raycaster->init() != 1) {
abort();
@@ -129,8 +129,8 @@ int main() {
*/
// Light for the currently non functional Bling Phong shader
std::shared_ptr<RayCaster> asdf;
//LightController l(asdf);
//std::unique_ptr<RayCaster> asdf(raycaster);
//LightController light_controller(std::move(raycaster));
// *links* the lights to the GPU
//raycaster->assign_lights();