Switching between levels seem to work, but I borked all matrices
This commit is contained in:
FakeShemp
2016-02-18 22:38:50 +01:00
parent bf376f54b6
commit f2ab02d860
5 changed files with 29 additions and 142 deletions
-1
View File
@@ -244,7 +244,6 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
//Shadow
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "lightSpaceMatrix"), 1, GL_FALSE, glm::value_ptr(m_ShadowPass->lightSpaceMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightP"), 1, GL_FALSE, glm::value_ptr(m_ShadowPass->lightP()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "LightV"), 1, GL_FALSE, glm::value_ptr(m_ShadowPass->lightV()));
//GLfloat m_NearFarPlane[2] = { -40.f, 30.f };