Bind bind_depth(DepthTest::lequal());
fbo.clear(DEPTH_BUFFER_BIT);
- Renderer shadow_renderer(&camera);
- renderable.render(shadow_renderer, "shadow");
+ Renderer::Push push(renderer);
+ renderer.set_camera(camera);
+
+ renderer.render(renderable, "shadow");
}
void ShadowMap::finish_frame()