diff --git a/G3DTest.vcproj b/G3DTest.vcproj
index 017404d..1947667 100644
--- a/G3DTest.vcproj
+++ b/G3DTest.vcproj
@@ -258,6 +258,10 @@
RelativePath=".\Globals.cpp"
>
+
+
@@ -270,6 +274,10 @@
RelativePath=".\IEDispatcher.cpp"
>
+
+
@@ -290,6 +298,10 @@
/>
+
+
@@ -298,6 +310,10 @@
RelativePath=".\PropertyWindow.cpp"
>
+
+
@@ -321,10 +337,6 @@
RelativePath=".\Instance.cpp"
>
-
-
@@ -375,10 +387,22 @@
RelativePath=".\Globals.h"
>
+
+
+
+
+
+
@@ -387,6 +411,10 @@
RelativePath=".\PropertyWindow.h"
>
+
+
@@ -434,10 +462,6 @@
RelativePath=".\Instance.h"
>
-
-
diff --git a/main.cpp b/main.cpp
index dd13495..33788bf 100644
--- a/main.cpp
+++ b/main.cpp
@@ -1247,9 +1247,9 @@ void Demo::onGraphics(RenderDevice* rd) {
Matrix4 lightMVP = lightProjectionMatrix * lightCFrame.inverse();
- if (GLCaps::supports_GL_ARB_shadow()) {
+ //if (GLCaps::supports_GL_ARB_shadow()) {
//generateShadowMap(lightCFrame);
- }
+ //}
renderDevice->setProjectionAndCameraMatrix(*cameraController.getCamera());
@@ -1285,9 +1285,9 @@ void Demo::onGraphics(RenderDevice* rd) {
*/
rd->pushState();
- if (GLCaps::supports_GL_ARB_shadow()) {
+ /*if (GLCaps::supports_GL_ARB_shadow()) {
rd->configureShadowMap(1, lightMVP, shadowMap);
- }
+ }*/
rd->beforePrimitive();
@@ -1774,10 +1774,10 @@ void Demo::run() {
sky = Sky::create(NULL, ExePath() + "/content/sky/");
- if (GLCaps::supports_GL_ARB_shadow()) {
+ /*if (GLCaps::supports_GL_ARB_shadow()) {
shadowMap = Texture::createEmpty(512, 512, "Shadow map", TextureFormat::depth(),
Texture::CLAMP, Texture::BILINEAR_NO_MIPMAP, Texture::DIM_2D, Texture::DEPTH_LEQUAL);
- }
+ }*/
cursorid = cursor->openGLID();