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authorphil <[email protected]>2016-11-03 10:56:21 +1300
committerphil <[email protected]>2016-11-03 10:56:21 +1300
commite1716ea13fba687a50fb7dd10c78ae8f04190963 (patch)
tree9483dab84d77cec2d9e0fd80d2f9fd644d7fd67f /src/main
parent619cd54ad1c30665a05c67c6b3dc9417064d1089 (diff)
GraphicsConfig3D has a hard coded max lights of 32 so gl2es2pipeline
must as well
Diffstat (limited to 'src/main')
-rw-r--r--src/main/java/org/jogamp/java3d/Jogl2es2Context.java2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/main/java/org/jogamp/java3d/Jogl2es2Context.java b/src/main/java/org/jogamp/java3d/Jogl2es2Context.java
index 10192c2..5c5493e 100644
--- a/src/main/java/org/jogamp/java3d/Jogl2es2Context.java
+++ b/src/main/java/org/jogamp/java3d/Jogl2es2Context.java
@@ -147,7 +147,7 @@ public class Jogl2es2Context extends JoglContext
}
// should use getMaximumLights() in pipeline? though it's up to the shader
- public static int MAX_LIGHTS = 8;
+ public static int MAX_LIGHTS = 32;
public LightData[] dirLight = new LightData[MAX_LIGHTS];
public LightData[] pointLight = new LightData[MAX_LIGHTS];
public LightData[] spotLight = new LightData[MAX_LIGHTS];