shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5);
shadow_matrix.invert();
- Bind bind_fbo(fbo, true);
+ BindRestore bind_fbo(fbo);
Bind bind_depth(DepthTest::lequal());
fbo.clear(DEPTH_BUFFER_BIT);
renderable.render("shadow");
shdata.uniform("shadow", iunit);
shdata.uniform("shadow_unit", iunit);
- depth_buf.bind_to(unit);
+ Bind _bind_depth(depth_buf, unit);
TexGen tg_s, tg_t, tg_r;
tg_s.set_plane(Vector4(shadow_matrix(0, 0), shadow_matrix(0, 1), shadow_matrix(0, 2), shadow_matrix(0, 3)));
tg_t.set_plane(Vector4(shadow_matrix(1, 0), shadow_matrix(1, 1), shadow_matrix(1, 2), shadow_matrix(1, 3)));
renderer.add_shader_data(shdata);
renderer.render(renderable, tag);
- Texture::unbind_from(unit);
TexGen::unbind_from(unit, SCOORD);
TexGen::unbind_from(unit, TCOORD);
TexGen::unbind_from(unit, RCOORD);