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authorDan Goodliffe <dan@randomdan.homeip.net>2024-01-28 02:25:11 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2024-01-28 02:25:11 +0000
commit892513f81ed68e05d4dedb99f51de5bc46cab6b2 (patch)
tree19209bc3f1c58123bd497c7c555ac8c7d251c351 /gfx/gl/sceneRenderer.cpp
parentSet light view point uniform once (diff)
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Geometry shader for single pass shadow maps
2D array texture, 4 levels, geometry shader outputs to each layer for a specific band, single scene rendering. Pending massive tidy up.
Diffstat (limited to 'gfx/gl/sceneRenderer.cpp')
-rw-r--r--gfx/gl/sceneRenderer.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index 4c96902..b60d9af 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -81,7 +81,7 @@ SceneRenderer::render(const SceneProvider & scene) const
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gNormal);
glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, shadowMapper);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, shadowMapper);
scene.environment(shader, *this);
glDisable(GL_DEPTH_TEST);
scene.lights(shader);