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ofCubeMap: Android define around regenerateAllTextures() #8399

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2 changes: 1 addition & 1 deletion libs/openFrameworks/gl/ofCubeMap.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -855,7 +855,7 @@ void ofCubeMap::_createIrradianceMap(GLuint aSrcCubeFid, bool aBMakeCache, const
std::vector<glm::mat4> views = _getViewMatrices( glm::vec3(0,0,0) );

if( !shaderIrradianceMap.isLoaded() ) {
auto isource = ofCubeMapShaders::irriadianceCubeMap();
auto isource = ofCubeMapShaders::irradianceCubeMap();
shaderIrradianceMap.setupShaderFromSource(GL_VERTEX_SHADER, isource.vertShader );
shaderIrradianceMap.setupShaderFromSource(GL_FRAGMENT_SHADER, isource.fragShader );
shaderIrradianceMap.bindDefaults();
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2 changes: 2 additions & 0 deletions libs/openFrameworks/gl/ofCubeMap.h
Original file line number Diff line number Diff line change
Expand Up @@ -63,7 +63,9 @@ class ofCubeMap {
static bool hasActiveCubeMap();
static std::shared_ptr<ofCubeMap::Data> getActiveData();
static void clearTextureData(std::shared_ptr<ofCubeMap::Data> adata);
#ifdef TARGET_ANDROID
static void regenerateAllTextures();
#endif
static const ofTexture & getBrdfLutTexture();

ofCubeMap();
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2 changes: 1 addition & 1 deletion libs/openFrameworks/gl/ofCubeMapShaders.h
Original file line number Diff line number Diff line change
Expand Up @@ -103,7 +103,7 @@ class ofCubeMapShaders {
return rsource;
}

static ShaderSource irriadianceCubeMap() {
static ShaderSource irradianceCubeMap() {
ShaderSource rsource;
rsource.vertShader = defaultVertShader();

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