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Diff Revisions 269 vs 272 for /trunk/Source Code/Rendering/Lighting/ShadowMapping/CubeShadowMap.cpp

Diff revisions: vs.
  @@ -9,7 +9,7 @@
9 9
10 10 CubeShadowMap::CubeShadowMap(Light* light, Camera* shadowCamera) : ShadowMap(light, shadowCamera, SHADOW_TYPE_CubeMap)
11 11 {
12 - PRINT_FN(Locale::get("LIGHT_CREATE_SHADOW_FB"), light->getId(), "Single Shadow Map");
12 + PRINT_FN(Locale::get("LIGHT_CREATE_SHADOW_FB"), light->getGUID(), "Single Shadow Map");
13 13 TextureDescriptor depthMapDescriptor(TEXTURE_CUBE_MAP, DEPTH_COMPONENT, UNSIGNED_INT); ///Default filters, LINEAR is OK for this
14 14
15 15 SamplerDescriptor depthMapSampler;
  @@ -38,7 +38,7 @@
38 38 if (resolutionTemp != _resolution){
39 39 _resolution = resolutionTemp;
40 40 ///Initialize the FB's with a variable resolution
41 - PRINT_FN(Locale::get("LIGHT_INIT_SHADOW_FB"), _light->getId());
41 + PRINT_FN(Locale::get("LIGHT_INIT_SHADOW_FB"), _light->getGUID());
42 42 _depthMap->Create(_resolution, _resolution);
43 43 }
44 44 ShadowMap::resolution(resolution, resolutionFactor);
  @@ -47,7 +47,7 @@
47 47 void CubeShadowMap::render(SceneRenderState& renderState, const DELEGATE_CBK& sceneRenderFunction){
48 48 // Only if we have a valid callback;
49 49 if(sceneRenderFunction.empty()) {
50 - ERROR_FN(Locale::get("ERROR_LIGHT_INVALID_SHADOW_CALLBACK"), _light->getId());
50 + ERROR_FN(Locale::get("ERROR_LIGHT_INVALID_SHADOW_CALLBACK"), _light->getGUID());
51 51 return;
52 52 }
53 53