ShiroSmith 4 年之前
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26de86627a
共有 2 个文件被更改,包括 3 次插入3 次删除
  1. 2 2
      h3d/scene/pbr/LightBuffer.hx
  2. 1 1
      h3d/scene/pbr/LightSystem.hx

+ 2 - 2
h3d/scene/pbr/LightBuffer.hx

@@ -2,7 +2,7 @@ package h3d.scene.pbr;
 
 
 class LightBuffer {
 class LightBuffer {
 
 
-	public var defaultForwardShader = new h3d.shader.pbr.DefaultFoward();
+	public var defaultForwardShader = new h3d.shader.pbr.DefaultForward();
 
 
 	var MAX_DIR_LIGHT = 2;
 	var MAX_DIR_LIGHT = 2;
 	var MAX_SPOT_LIGHT = 3;
 	var MAX_SPOT_LIGHT = 3;
@@ -31,7 +31,7 @@ class LightBuffer {
 		defaultForwardShader.pointLightStride = POINT_LIGHT_INFO_SIZE * MAX_POINT_LIGHT;
 		defaultForwardShader.pointLightStride = POINT_LIGHT_INFO_SIZE * MAX_POINT_LIGHT;
 	}
 	}
 
 
-	public function setBuffers( s : h3d.shader.pbr.DefaultFoward ) {
+	public function setBuffers( s : h3d.shader.pbr.DefaultForward ) {
 		s.lightInfos = defaultForwardShader.lightInfos;
 		s.lightInfos = defaultForwardShader.lightInfos;
 		s.dirLightStride = defaultForwardShader.dirLightStride;
 		s.dirLightStride = defaultForwardShader.dirLightStride;
 		s.pointLightStride = defaultForwardShader.pointLightStride;
 		s.pointLightStride = defaultForwardShader.pointLightStride;

+ 1 - 1
h3d/scene/pbr/LightSystem.hx

@@ -21,7 +21,7 @@ class LightSystem extends h3d.scene.LightSystem {
 		else if( forwardMode ) {
 		else if( forwardMode ) {
 			var found = false;
 			var found = false;
             for( s in shaders ) {
             for( s in shaders ) {
-                var forward = Std.downcast(s, h3d.shader.pbr.DefaultFoward);
+                var forward = Std.downcast(s, h3d.shader.pbr.DefaultForward);
                 if( forward != null ) {
                 if( forward != null ) {
                     lightBuffer.setBuffers(forward);
                     lightBuffer.setBuffers(forward);
                     found = true;
                     found = true;