#include "Rendering/ShadowPassState.h" ShadowPassState::ShadowPassState(GLuint frameBuffer) { BindFramebuffer(frameBuffer); Enable(GL_DEPTH_TEST); Enable(GL_CULL_FACE); Disable(GL_BLEND); Disable(GL_TEXTURE_2D); CullFace(GL_FRONT); ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f)); //Enable(GL_ALPHA_TEST); //glAlphaFunc(GL_GREATER, 0.9f); } ShadowPassState::~ShadowPassState() { }