radius(1)
{
depth_buf.set_min_filter(LINEAR);
+ depth_buf.set_compare_enabled(true);
+ depth_buf.set_compare_func(LEQUAL);
+ depth_buf.set_wrap(CLAMP_TO_EDGE);
depth_buf.storage(DEPTH_COMPONENT, size, size, 0);
depth_buf.image(0, DEPTH_COMPONENT, UNSIGNED_BYTE, 0);
- depth_buf.parameter(GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
- depth_buf.parameter(GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
- depth_buf.parameter(GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
- depth_buf.parameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- depth_buf.parameter(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
draw_buffer(NO_BUFFER);
Framebuffer::unbind();
- Texture::unbind();
}
void ShadowMap::set_target(const Vector3 &t, float r)
void ShadowMap::cleanup()
{
- TexUnit::activate(unit);
- Texture::unbind();
+ Texture::unbind_from(unit);
disable(GL_TEXTURE_GEN_S);
disable(GL_TEXTURE_GEN_T);
disable(GL_TEXTURE_GEN_R);