Fixed crashing if no lights are present.
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cb3ccb3668
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5f87600bfb
@ -72,8 +72,8 @@ void Graphics::init(Level* level) {
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/*depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(level->getLights()->size());
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for (unsigned int i = 0; i<depth_cubeMaps.size(); i++) {*/
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depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(1);
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for (unsigned int i = 0; i<1; i++) {
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depth_cubeMaps = std::vector<ACGL::OpenGL::SharedTextureCubeMap>(std::min(int(level->getLights()->size()), 1));
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for (unsigned int i = 0; i<1 && i<depth_cubeMaps.size(); i++) {
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depth_cubeMaps.at(i) = SharedTextureCubeMap(new TextureCubeMap(glm::vec2(cube_size, cube_size), GL_DEPTH_COMPONENT16));
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depth_cubeMaps.at(i)->setMinFilter(GL_NEAREST);
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depth_cubeMaps.at(i)->setMagFilter(GL_NEAREST);
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@ -105,7 +105,7 @@ void Graphics::render()
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framebuffer_cube->bind();
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//for (unsigned int i_pointlight = 0; i_pointlight<level->getLights()->size(); i_pointlight++) {
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for (unsigned int i_pointlight = 0; i_pointlight<1; i_pointlight++) {
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for (unsigned int i_pointlight = 0; i_pointlight<1 && i_pointlight<level->getLights()->size(); i_pointlight++) {
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// render each side of the cube
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for (int i_face = 0; i_face<6; i_face++) {
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i_face, depth_cubeMaps.at(i_pointlight)->getObjectName(), 0);
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