WE HAVE WORKING CASCADE SHADOWS
This commit is contained in:
@@ -111,7 +111,7 @@ void ShadowPass::InitializeFrameBuffers()
|
||||
|
||||
for (int i = 0; i < m_CurrentNrOfSplits; i++) {
|
||||
glBindTexture(GL_TEXTURE_2D, m_DepthMap[i]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, resolutionSizeWidth / (1 + i), resolutionSizeHeigth + (1 + i), 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, resolutionSizeWidth / (1 /*+ i*/), resolutionSizeHeigth + (1 /*+ i*/), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
@@ -197,7 +197,7 @@ void ShadowPass::Draw(RenderScene & scene)
|
||||
GLuint shaderHandle = m_ShadowProgram->GetHandle();
|
||||
m_ShadowProgram->Bind();
|
||||
|
||||
glViewport(0, 0, resolutionSizeWidth / (1 + i), resolutionSizeHeigth);
|
||||
glViewport(0, 0, resolutionSizeWidth / (1/* + i*/), resolutionSizeHeigth);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glCullFace(GL_FRONT);
|
||||
//state->Disable(GL_CULL_FACE);
|
||||
|
||||
Reference in New Issue
Block a user