The shadows are working
This commit is contained in:
@@ -1014,6 +1014,14 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
|
||||
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE6);
|
||||
if (m_ShadowPass->DepthMap() != NULL) {
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_ShadowPass->DepthMap());
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case RawModel::MaterialType::SplatMapping:
|
||||
@@ -1081,15 +1089,5 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE4);
|
||||
if (m_ShadowPass->DepthMap() != NULL) {
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_ShadowPass->DepthMap());
|
||||
}
|
||||
else {
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user