MAJOR UPDATE - ARCHITECTURE
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@@ -1184,8 +1184,9 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
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return false;
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}
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result = m_ShaderManager->RenderTextureShader(m_Direct3D->GetDeviceContext(), chunk->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, chunk->GetTexture(0));
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result = m_ShaderManager->RenderSpecMapShader(m_Direct3D->GetDeviceContext(), chunk->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix,
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chunk->GetTexture(0), chunk->GetTexture(1), chunk->GetTexture(2), m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor(),
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m_Camera->GetPosition(), m_Lights[0]->GetSpecularColor(), m_Lights[0]->GetSpecularPower());
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if (!result)
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{
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Logger::Get().Log("Could not render the terrain model using the light shader", __FILE__, __LINE__, Logger::LogLevel::Error);
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@@ -1601,6 +1602,8 @@ void ApplicationClass::GenerateTerrain()
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// Liste des fichiers de texture
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std::vector<std::wstring> terrainTexture = {
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L"Bricks2K.png",
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L"Bricks2K_normal.png",
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L"Bricks2K_specular.png"
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};
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