Working pcf, not optimized

This commit is contained in:
FakeShemp
2016-02-10 16:16:41 +01:00
parent 69db32337d
commit cb77c1ff97
3 changed files with 9 additions and 10 deletions
+3 -3
View File
@@ -33,7 +33,7 @@ void ShadowPass::InitializeFrameBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
//glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
@@ -71,7 +71,7 @@ void ShadowPass::Draw(RenderScene & scene)
glViewport(0, 0, resolutionSizeWidth, resolutionSizeHeigth);
//glCullFace(GL_FRONT);
glCullFace(GL_FRONT);
//state->Disable(GL_CULL_FACE);
ImGui::DragFloat4("ShadowMapCam", m_LRBT, 1.f, -1000.f, 1000.f);
@@ -121,7 +121,7 @@ void ShadowPass::Draw(RenderScene & scene)
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
//glCullFace(GL_BACK);
glCullFace(GL_BACK);
m_ShadowProgram->Unbind();