Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Refactor|Renderer: Reformatted light/shadow geometry generation
Geometry generation logic for dynamic lights and shadows now roughly follows that used with GLBufferT. Plus some minor cleanup.
- Loading branch information
c20da60
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I agree. However, the issue with the old renderer is that it is primarily separated according to very different organizational standards, making refactoring somewhat of a pain. Usually I find that identifying and decoupling logical components is usually easier when everything is in plain sight (kind of like clearing your desk, emptying the draws on the table and then starting over).
My intention here is to clean things up enough so that we can begin to think about how the new GL 2.0 components will fit in. I'm not really planning on taking it much further though. as I think there are more pressing matters to attend to (SDL2 based input, controller plugins etc..).