Various shadow calculation methods implemented and ready for use.

This commit is contained in:
FakeShemp
2016-02-27 16:35:15 +01:00
parent 38d8cdded2
commit ecab5de056
4 changed files with 82 additions and 85 deletions
+7 -9
View File
@@ -320,15 +320,13 @@ void DrawFinalPass::BindModelTextures(std::shared_ptr<ModelJob>& job)
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
}
//for (int i = 0; i < m_ShadowPass->CurrentNrOfSplits(); i++)
//{
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);
}
//}
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);
}
}