depth_bias = b;
}
-void ShadowMap::setup_frame() const
+void ShadowMap::setup_frame(Renderer &renderer)
{
if(rendered)
return;
rendered = true;
- renderable.setup_frame();
+ renderable.setup_frame(renderer);
Camera camera;
const Vector4 &lpos = light.get_position();
Bind bind_depth(DepthTest::lequal());
fbo.clear(DEPTH_BUFFER_BIT);
- Renderer renderer(&camera);
- renderable.render(renderer, "shadow");
+ Renderer shadow_renderer(&camera);
+ renderable.render(shadow_renderer, "shadow");
}
-void ShadowMap::finish_frame() const
+void ShadowMap::finish_frame()
{
renderable.finish_frame();
rendered = false;