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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-12-04 17:00:54 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-12-04 17:02:44 +0000 |
commit | 867daf817bba83ab22c5e04409c4afb1075dd158 (patch) | |
tree | f9c97a2875dd36e13cf1ee2d6a4ce99d1a585c55 /gfx/gl | |
parent | Don't actually need to define an empty fragment shader (diff) | |
download | ilt-867daf817bba83ab22c5e04409c4afb1075dd158.tar.bz2 ilt-867daf817bba83ab22c5e04409c4afb1075dd158.tar.xz ilt-867daf817bba83ab22c5e04409c4afb1075dd158.zip |
Support saving a depth texture
Diffstat (limited to 'gfx/gl')
-rw-r--r-- | gfx/gl/shadowMapper.cpp | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp index a74f3dd..1169524 100644 --- a/gfx/gl/shadowMapper.cpp +++ b/gfx/gl/shadowMapper.cpp @@ -51,7 +51,6 @@ ShadowMapper::update(const SceneProvider & scene, const glm::vec3 & dir) const scene.shadows(*this); glCullFace(GL_BACK); - // Texture::saveDepth(depthMap, size, "/tmp/depth.tga"); return lightViewProjection; } |