- depth_buf.bind_to(unit);
- float diam = radius*2;
- float s_eq[4] = { matrix[0]/diam, matrix[4]/diam, matrix[8]/diam, matrix[12]/diam+0.5f };
- float t_eq[4] = { matrix[1]/diam, matrix[5]/diam, matrix[9]/diam, matrix[13]/diam+0.5f };
- float r_eq[4] = { -matrix[2]/diam, -matrix[6]/diam, -matrix[10]/diam, 0.5f-matrix[14]/diam-4.0f/size };
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv(GL_S, GL_EYE_PLANE, s_eq);
- enable(GL_TEXTURE_GEN_S);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv(GL_T, GL_EYE_PLANE, t_eq);
- enable(GL_TEXTURE_GEN_T);
- glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv(GL_R, GL_EYE_PLANE, r_eq);
- enable(GL_TEXTURE_GEN_R);
+ Bind bind_fbo(fbo, true);
+ Bind bind_depth(DepthTest::lequal());
+ fbo.clear(DEPTH_BUFFER_BIT);
+ renderable.render("shadow");
+}