Use createVector in some others places
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@ -292,7 +292,7 @@ void PostProcessing::renderShadowedSunlight(const std::vector<core::matrix4> &su
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glBlendFunc(GL_ONE, GL_ONE);
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glBlendEquation(GL_FUNC_ADD);
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FullScreenShader::ShadowedSunLightShader::getInstance()->SetTextureUnits(std::vector<GLuint>{ irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture(), depthtex });
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FullScreenShader::ShadowedSunLightShader::getInstance()->SetTextureUnits(createVector<GLuint>( irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture(), depthtex ));
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DrawFullScreenEffect<FullScreenShader::ShadowedSunLightShader>(cb->getPosition(), video::SColorf(cb->getRed(), cb->getGreen(), cb->getBlue()));
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}
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@ -830,5 +830,5 @@ void IrrDriver::renderRSM()
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drawRSM<MeshShader::RSMShader, EVT_TANGENTS, 3, 1>(rsm_matrix, std::vector<GLuint>{ 0 }, ListMatNormalMap::getInstance());
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drawRSM<MeshShader::RSMShader, EVT_STANDARD, 3, 1>(rsm_matrix, std::vector<GLuint>{ 0 }, ListMatUnlit::getInstance());
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drawRSM<MeshShader::RSMShader, EVT_2TCOORDS, 3, 1>(rsm_matrix, std::vector<GLuint>{ 0 }, ListMatDetails::getInstance());
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drawRSM<MeshShader::SplattingRSMShader, EVT_2TCOORDS, 1>(rsm_matrix, std::vector<GLuint>{ 1, 2, 3, 4, 5}, ListMatSplatting::getInstance());
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drawRSM<MeshShader::SplattingRSMShader, EVT_2TCOORDS, 1>(rsm_matrix, createVector<GLuint>(1, 2, 3, 4, 5), ListMatSplatting::getInstance());
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}
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@ -47,7 +47,7 @@ template<typename T, typename...Args>
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static std::vector<T> createVector(Args...args)
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{
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std::vector<T> result = std::vector<T>();
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Util::populate(result, args...);
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Util::template populate<T>(result, args...);
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return result;
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}
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