Don't disable shaders when rendering shadow volumes

This commit is contained in:
Matthias Schiffer 2009-12-24 04:01:19 +01:00
parent a7a5ae60e4
commit 0f6fb2617e
3 changed files with 4 additions and 5 deletions

View file

@ -39,7 +39,7 @@ Game::Game() : playerPos(vmml::vec3f::ZERO), playerRotY(vmml::mat4f::IDENTITY),
glEnable(GL_MULTISAMPLE_ARB); glEnable(GL_MULTISAMPLE_ARB);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, vmml::vec4f(0.1, 0.1, 0.1, 1).array); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, vmml::vec4f(0.05, 0.05, 0.05, 1).array);
glLightfv(GL_LIGHT0, GL_AMBIENT, vmml::vec4f::ZERO.array); glLightfv(GL_LIGHT0, GL_AMBIENT, vmml::vec4f::ZERO.array);
glLightfv(GL_LIGHT0, GL_DIFFUSE, vmml::vec4f::ONE.array); glLightfv(GL_LIGHT0, GL_DIFFUSE, vmml::vec4f::ONE.array);
@ -93,8 +93,8 @@ void Game::turn(float x, float y) {
} }
void Game::run(int delta) { void Game::run(int delta) {
lightPos += delta; lightPos += delta*0.5;
lightPos %= 24000; lightPos = std::fmod(lightPos, 24000);
vmml::vec3f playerMove(vmml::vec3f::ZERO); vmml::vec3f playerMove(vmml::vec3f::ZERO);

View file

@ -65,7 +65,7 @@ class Game {
unsigned input; unsigned input;
int lightPos; float lightPos;
}; };
} }

View file

@ -68,7 +68,6 @@ class Renderer {
glClear(GL_STENCIL_BUFFER_BIT); glClear(GL_STENCIL_BUFFER_BIT);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
Shader::disable();
glFrontFace(GL_CCW); glFrontFace(GL_CCW);
glStencilOp(GL_KEEP, GL_INCR, GL_KEEP); glStencilOp(GL_KEEP, GL_INCR, GL_KEEP);