namespace
{
-const char* CUBEMAP_SKY_BOX_URL = DEMO_IMAGE_DIR "veste_oberhaus_cubemap.png";
+const char* CUBEMAP_SKY_BOX_URL = DEMO_IMAGE_DIR "veste_oberhaus_cubemap.png";
+const char* CUBEMAP_IRRADIANCE_URL = DEMO_IMAGE_DIR "veste_oberhaus_irradiance.png";
const char* CAMERA_NAME("MyCamera");
const char* MODEL_URL = DEMO_MODEL_DIR "SphereMetallic.gltf";
{Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER},
{Actor::Property::SIZE, MODEL_SIZE},
});
- model.SetImageBasedLightSource(CUBEMAP_SKY_BOX_URL, CUBEMAP_SKY_BOX_URL);
+ model.SetImageBasedLightSource(CUBEMAP_IRRADIANCE_URL, CUBEMAP_SKY_BOX_URL);
sceneView.Add(model);
// Create a new camera and reparent as we want to rotate the camera around the origin