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Diff Revisions 318 vs 321 for /trunk/Source Code/Rendering/ForwardPlusRenderer.cpp

Diff revisions: vs.
  @@ -11,7 +11,8 @@
11 11 _transparentGrid = New LightGrid();
12 12 /// Initialize our depth ranges construction shader (see LightManager.cpp for more documentation)
13 13 ResourceDescriptor rangesDesc("DepthRangesConstruct");
14 - rangesDesc.setPropertyList("LIGHT_GRID_TILE_DIM_X " + Util::toString(Config::Lighting::LIGHT_GRID_TILE_DIM_X) + "," + "LIGHT_GRID_TILE_DIM_Y " + Util::toString(Config::Lighting::LIGHT_GRID_TILE_DIM_Y));
14 + rangesDesc.setPropertyList(stringAlg::toBase("LIGHT_GRID_TILE_DIM_X " + Util::toString(Config::Lighting::LIGHT_GRID_TILE_DIM_X) + "," +
15 + "LIGHT_GRID_TILE_DIM_Y " + Util::toString(Config::Lighting::LIGHT_GRID_TILE_DIM_Y)));
15 16 _depthRangesConstructProgram = CreateResource<ShaderProgram>(rangesDesc);
16 17 _depthRangesConstructProgram->UniformTexture("depthTex", 0);
17 18 /// Depth ranges are used for grid based light culling
  @@ -60,7 +61,7 @@
60 61 const Light::LightMap& lights = LightManager::getInstance().getLights();
61 62
62 63 _omniLightList.clear();
63 - _omniLightList.reserve(lights.size());
64 + _omniLightList.reserve(static_cast<vectorAlg::vecSize>(lights.size()));
64 65
65 66 FOR_EACH(const Light::LightMap::value_type& it, lights) {
66 67 const Light& light = *it.second;