MVPs are only needed for directional shadows and not for point light shadows.

This commit is contained in:
Faerbit 2014-12-15 13:16:27 +01:00
parent 7a95ddf6bb
commit f306730920

View File

@ -25,8 +25,8 @@ void Object::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
// set model matrix
shader->setUniform( "modelMatrix", modelMatrix);
// set shadowMVPs
glm::mat4 shadowMVPs[35];
for(unsigned int i = 0; (i<shadowVPs->size() && i<35); i++) {
glm::mat4 shadowMVPs[5];
for(unsigned int i = 0; (i<shadowVPs->size() && i<5); i++) {
shadowMVPs[i] = shadowVPs->at(i) * modelMatrix;
}
glUniformMatrix4fv(shader->getUniformLocation("shadowMVPs"),