Initial work on texture arrays
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@@ -39,7 +39,8 @@ public:
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void ClearBuffer();
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void Draw(RenderScene& scene);
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GLuint DepthMap(int level) const { return m_DepthMap[level]; }
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//GLuint DepthMap(int level) const { return m_DepthMap[level]; }
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GLuint DepthMap() const { return m_DepthMap; }
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std::array<glm::mat4, MAX_SPLITS> LightP() const { return m_LightProjection; }
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std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
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std::array<float, MAX_SPLITS> FarDistance() const { return { m_shadowFrusta[0].FarClip, m_shadowFrusta[1].FarClip, m_shadowFrusta[2].FarClip, m_shadowFrusta[3].FarClip }; }
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@@ -55,8 +56,10 @@ private:
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EventBroker* m_EventBroker;
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const IRenderer* m_Renderer;
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std::array<GLuint, MAX_SPLITS> m_DepthMap;
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std::array<FrameBuffer, MAX_SPLITS> m_DepthBuffer;
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//std::array<GLuint, MAX_SPLITS> m_DepthMap;
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//std::array<FrameBuffer, MAX_SPLITS> m_DepthBuffer;
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GLuint m_DepthMap;
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FrameBuffer m_DepthBuffer;
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std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
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std::array<glm::mat4, MAX_SPLITS> m_LightView;
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