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path: root/gfx/gl/shadowMapper.cpp
Commit message (Collapse)AuthorAge
* Use the whole texture when only some shadow map bandsDan Goodliffe2023-01-07
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* Only generate the first N shadow maps which are usefulDan Goodliffe2023-01-07
| | | | Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner
* min/mag filter for shadow mapper depth map textureDan Goodliffe2023-01-06
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* Add directional light to pointlight test, fix setting of GL_DEPTH_TESTDan Goodliffe2022-12-30
| | | | Fixes issue where directional light prevented pointlights from working
* Generate 4 bands of shadow mapsDan Goodliffe2022-12-28
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* Generate a single shadow band and region definitionDan Goodliffe2022-12-28
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* Light camera centre not required, view camera position sufficesDan Goodliffe2022-12-28
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* Setup GL context before doing any shadow render workDan Goodliffe2022-12-28
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* Initial support for multiple shadow maps in the same textureDan Goodliffe2022-12-28
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* No need for the range hack, the shadow box is just centred around the originDan Goodliffe2022-12-22
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* Invert shadow mapper orthographic project z... because glmOrtho is 'helpful'Dan Goodliffe2022-12-18
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* Removed unnecessary rounding of view extentsDan Goodliffe2022-12-18
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* First cut of view scope shadow mapper viewDan Goodliffe2022-12-18
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* Tidy upDan Goodliffe2022-12-06
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* Centre shadow map at 0,0 until we can do betterDan Goodliffe2022-12-04
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* Support saving a depth textureDan Goodliffe2022-12-04
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* Don't actually need to define an empty fragment shaderDan Goodliffe2022-12-04
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* Initial commit of the shadow map generator and shadows render interfaceDan Goodliffe2022-12-03
Lots of hard coding, buggy in places, far from great, but the basics work.