Shadows work (?)

This commit is contained in:
andreja6
2018-10-26 19:43:46 -07:00
parent e83a67ade2
commit 948835df98

View File

@@ -1240,13 +1240,8 @@ void Demo::onGraphics(RenderDevice* rd) {
fntdominant->draw3D(rd, "Testing", CoordinateFrame(rd->getCameraToWorldMatrix().rotation, gamepoint), 0.04*distance, Color3::yellow(), Color3::black(), G3D::GFont::XALIGN_CENTER, G3D::GFont::YALIGN_CENTER); fntdominant->draw3D(rd, "Testing", CoordinateFrame(rd->getCameraToWorldMatrix().rotation, gamepoint), 0.04*distance, Color3::yellow(), Color3::black(), G3D::GFont::XALIGN_CENTER, G3D::GFont::YALIGN_CENTER);
} }
*/ */
rd->setAmbientLightColor(Color3::black()); rd->pushState();
rd->setDepthTest(RenderDevice::DEPTH_LEQUAL);
rd->disableDepthWrite();
rd->setLight(0, GLight::directional(lighting.lightDirection, lighting.lightColor));
rd->setBlendFunc(RenderDevice::BLEND_ONE, RenderDevice::BLEND_ONE);
if (GLCaps::supports_GL_ARB_shadow()) { if (GLCaps::supports_GL_ARB_shadow()) {
rd->configureShadowMap(1, lightMVP, shadowMap); rd->configureShadowMap(1, lightMVP, shadowMap);
} }
@@ -1258,7 +1253,7 @@ void Demo::onGraphics(RenderDevice* rd) {
//((PartInstance*)dataModel->children[0]->children[0])->debugPrintVertexIDs(rd,fntdominant,-cameraController.getCoordinateFrame().rotation); //((PartInstance*)dataModel->children[0]->children[0])->debugPrintVertexIDs(rd,fntdominant,-cameraController.getCoordinateFrame().rotation);
rd->afterPrimitive(); rd->afterPrimitive();
rd->popState();
if(g_selectedInstances.size() > 0) if(g_selectedInstances.size() > 0)
{ {
for(size_t i = 0; i < g_selectedInstances.size(); i++) for(size_t i = 0; i < g_selectedInstances.size(); i++)