int g_light_preview;
int g_shadow_samples;
+ int g_debug_indices;
+ int g_debug_complexity;
+
#if 0
v4f g_point_light_positions[32];
v4f g_point_light_colours[32];
g_time += vg.time_delta * (1.0/(k_day_length*60.0));
world->ub_lighting.g_time = g_time;
+ world->ub_lighting.g_debug_indices = k_debug_light_indices;
+ world->ub_lighting.g_debug_complexity = k_debug_light_complexity;
glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
glBufferSubData( GL_UNIFORM_BUFFER, 0,
0xff00ff00 );
}
- if( k_debug_light_index )
+ if( k_debug_light_indices )
{
for( int i=0; i<world->light_count; i++ )
{