Fixed popping of directional shadows.
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@ -170,7 +170,7 @@ void Graphics::render(double time)
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projection_size = farPlane/1.5f;
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projection_size = farPlane/1.5f;
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break;
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break;
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}
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}
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depthViewProjectionMatrices.at(i) = glm::ortho<float>(-projection_size, projection_size, -projection_size, projection_size, -farPlane/1.5f, projection_size) *
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depthViewProjectionMatrices.at(i) = glm::ortho<float>(-projection_size, projection_size, -projection_size, projection_size, -farPlane/1.5f, farPlane/1.5f) *
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glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
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glm::lookAt(sunVector, level->getCameraCenter()->getPosition(), glm::vec3(0,1,0));
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level->render(depthShader, false, &depthViewProjectionMatrices.at(i));
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level->render(depthShader, false, &depthViewProjectionMatrices.at(i));
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if (!framebuffer_directional.at(i)->isFrameBufferObjectComplete()) {
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if (!framebuffer_directional.at(i)->isFrameBufferObjectComplete()) {
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