Don't disable shaders when rendering shadow volumes
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a7a5ae60e4
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0f6fb2617e
3 changed files with 4 additions and 5 deletions
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@ -39,7 +39,7 @@ Game::Game() : playerPos(vmml::vec3f::ZERO), playerRotY(vmml::mat4f::IDENTITY),
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glEnable(GL_MULTISAMPLE_ARB);
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glEnable(GL_MULTISAMPLE_ARB);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, vmml::vec4f(0.1, 0.1, 0.1, 1).array);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, vmml::vec4f(0.05, 0.05, 0.05, 1).array);
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glLightfv(GL_LIGHT0, GL_AMBIENT, vmml::vec4f::ZERO.array);
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glLightfv(GL_LIGHT0, GL_AMBIENT, vmml::vec4f::ZERO.array);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, vmml::vec4f::ONE.array);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, vmml::vec4f::ONE.array);
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@ -93,8 +93,8 @@ void Game::turn(float x, float y) {
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}
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}
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void Game::run(int delta) {
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void Game::run(int delta) {
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lightPos += delta;
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lightPos += delta*0.5;
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lightPos %= 24000;
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lightPos = std::fmod(lightPos, 24000);
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vmml::vec3f playerMove(vmml::vec3f::ZERO);
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vmml::vec3f playerMove(vmml::vec3f::ZERO);
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@ -65,7 +65,7 @@ class Game {
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unsigned input;
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unsigned input;
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int lightPos;
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float lightPos;
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};
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};
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}
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}
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@ -68,7 +68,6 @@ class Renderer {
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glClear(GL_STENCIL_BUFFER_BIT);
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glClear(GL_STENCIL_BUFFER_BIT);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glDepthMask(GL_FALSE);
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glDepthMask(GL_FALSE);
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Shader::disable();
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glFrontFace(GL_CCW);
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glFrontFace(GL_CCW);
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glStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
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glStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
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