Shadows now working on NVIDIA cards too
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@@ -131,7 +131,7 @@ void ShadowPass::InitializeFrameBuffers()
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_DepthMap);
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glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_DEPTH_COMPONENT16, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits);
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glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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//glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, m_ResolutionSizeWidth, m_ResolutionSizeHeight, m_CurrentNrOfSplits, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@@ -141,7 +141,7 @@ void ShadowPass::InitializeFrameBuffers()
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glTexParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, glm::vec4(1.f).data);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
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m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2DArray(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
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m_DepthBuffer.Generate();
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GLERROR("depthMap failed END");
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@@ -241,6 +241,10 @@ void ShadowPass::Draw(RenderScene & scene)
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if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
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if (!modelJob->Shadow) {
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continue;
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
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@@ -257,6 +261,10 @@ void ShadowPass::Draw(RenderScene & scene)
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if (!std::dynamic_pointer_cast<ExplosionEffectJob>(objectJob)) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(objectJob);
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if (!modelJob->Shadow) {
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continue;
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
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