Disable culling because it seems to give slightly worse FPS.

This commit is contained in:
Faerbit 2014-12-04 14:46:39 +01:00
parent a8ac3c064a
commit b38e24c3db

View File

@ -29,7 +29,7 @@ void Graphics::init() {
lightingShader = ShaderProgramCreator("phong").attributeLocations(
vao->getAttributeLocations()).create();
depthTexture = SharedTexture2D( new Texture2D(glm::vec2(windowSize.x, windowSize.y), GL_DEPTH24_STENCIL8));
depthTexture = SharedTexture2D( new Texture2D(windowSize, GL_DEPTH24_STENCIL8));
depthTexture->setMinFilter(GL_LINEAR);
depthTexture->setMagFilter(GL_LINEAR);
depthTexture->setCompareMode(GL_COMPARE_REF_TO_TEXTURE);
@ -57,7 +57,6 @@ void Graphics::render(Level* level)
// render depth texture for sun
framebuffer->bind();
glClear(GL_DEPTH_BUFFER_BIT);
glCullFace(GL_FRONT);
depthShader->use();
glm::vec3 sunVector = (level->getCameraCenter()->getPosition() + level->getDirectionalLight()->getPosition());
glm::mat4 depthViewProjectionMatrix = glm::ortho<float>(-20, 20, -20, 20, -20, 40) *
@ -71,7 +70,6 @@ void Graphics::render(Level* level)
// final render pass
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glCullFace(GL_BACK);
lightingShader->use();