void add_light(Light *light) { ShadowMap shadow_map(GL_TEXTURE0 + get_next_texture()); if (shadow_map.init()) { fprintf(stderr, "WARNING: Failed to initialize shadow map for light.\n"); } lights.push_back(std::make_pair(light, shadow_map)); }
void add_light(Light *light) { ShadowMap shadow_map(GL_TEXTURE0 + get_next_texture()); shadow_map.init(); lights.push_back(std::make_pair(light, shadow_map)); }