Adding culling.
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@ -57,6 +57,7 @@ void Graphics::render(Level* level)
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// render depth texture for sun
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framebuffer->bind();
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glClear(GL_DEPTH_BUFFER_BIT);
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glCullFace(GL_FRONT);
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depthShader->use();
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glm::vec3 sunVector = (level->getCameraCenter()->getPosition() + level->getDirectionalLight()->getPosition());
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glm::mat4 depthViewProjectionMatrix = glm::ortho<float>(-20, 20, -20, 20, -20, 40) *
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@ -70,6 +71,7 @@ void Graphics::render(Level* level)
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// final render pass
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glCullFace(GL_BACK);
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lightingShader->use();
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