scene_copy_slice( world->scene_lines, &route->sm );
}
-VG_STATIC void world_scene_compute_light_clusters( world_instance *world,
- scene *sc );
/*
* Create the strips of colour that run through the world along course paths
*/
for( u32 i=0; i<world->route_count; i++ )
world_routes_create_mesh( world, i );
- world_scene_compute_light_clusters( world, world->scene_lines );
-
vg_acquire_thread_sync();
{
scene_upload( world->scene_lines, &world->mesh_route_lines );
VG_STATIC void world_bind_light_array( world_instance *world,
GLuint shader, GLuint location,
int slot );
+VG_STATIC void world_bind_light_index( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
VG_STATIC void render_world_routes( world_instance *world, camera *cam )
{
_uniform_scene_route_g_world_depth, 2 );
world_bind_light_array( world, _shader_scene_route.id,
_uniform_scene_route_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_scene_route.id,
+ _uniform_scene_route_uLightsIndex, 4 );
bind_terrain_noise();
shader_scene_route_uPv( cam->mtx.pv );