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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-07-20 12:55:15 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-08-10 18:11:59 +0100 |
commit | 4ba67f34eac848e43bad2ccc4b5c09ac65dd7952 (patch) | |
tree | 999331eb0a08ab9c995e4d39b5d3980eb7f8018b /game/scenary | |
parent | Calculate and store the extents of a mesh (diff) | |
download | ilt-4ba67f34eac848e43bad2ccc4b5c09ac65dd7952.tar.bz2 ilt-4ba67f34eac848e43bad2ccc4b5c09ac65dd7952.tar.xz ilt-4ba67f34eac848e43bad2ccc4b5c09ac65dd7952.zip |
Use mesh extents for shadow stencil extents
Diffstat (limited to 'game/scenary')
-rw-r--r-- | game/scenary/foliage.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 870adb0..24caeb7 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -18,7 +18,7 @@ Foliage::postLoad() bodyMesh->configureVAO(instanceVAO) .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1); ShadowStenciller ss; - ss.renderStencil(shadowStencil, *bodyMesh, {-4000, -4000, 0}, {4000, 4000, 8000}); + ss.renderStencil(shadowStencil, *bodyMesh); Texture::saveDepth(shadowStencil, std::format("/tmp/stencil-{}.tga", id).c_str()); } |