push_matrix();
load_matrix(matrix);
- Bind _bind_fbo(fbo);
+ const Framebuffer *old_fbo=Framebuffer::current();
+ fbo.bind();
glViewport(0, 0, size, size);
glClear(GL_DEPTH_BUFFER_BIT);
- scene.render();
+ scene.render("shadow");
matrix_mode(PROJECTION);
pop_matrix();
matrix_mode(MODELVIEW);
pop_matrix();
+ if(old_fbo)
+ old_fbo->bind();
+ else
+ Framebuffer::unbind();
}
depth_buf.bind_to(3);