shadows done
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@@ -596,7 +596,7 @@ void AimedObject::orbitXY(const float & a) {
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void AimedObject::transformChanged() {}
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Light::Light(const QVector3D & p, const QColor & c, float i): AimedObject(), shadow_map(nullptr, 0, true, GL_R32F) {
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Light::Light(const QVector3D & p, const QColor & c, float i): AimedObject(), shadow_map(nullptr, 0, false) {
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type_ = glLight;
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light_type = Omni;
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intensity = i;
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