Move towards geometry instancing for shadows
This commit is contained in:
+2
-2
@@ -32,7 +32,7 @@ import Shader.Poke
|
||||
|
||||
doDrawing :: SDL.Window -> RenderData -> Universe -> IO ()
|
||||
doDrawing win pdata u = do
|
||||
-- sTicks <- SDL.ticks
|
||||
--sTicks <- SDL.ticks
|
||||
let w = _uvWorld u
|
||||
cfig = _uvConfig u
|
||||
rot = w ^. cWorld . camPos . camRot
|
||||
@@ -100,7 +100,7 @@ doDrawing win pdata u = do
|
||||
setViewportSize (round winx `div` resFact) (round winy `div` resFact)
|
||||
--bindFramebuffer Framebuffer $= fst (_fboBase pdata)
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
|
||||
glClearColor 0 0 0 0
|
||||
glClearColor 0 0 0 1
|
||||
glClear $ sum [GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT]
|
||||
glDepthFunc GL_LESS
|
||||
-- draw wall occlusions from the camera's point of view
|
||||
|
||||
Reference in New Issue
Block a user