}
shadowdir = new dBufferObject();
- shadowdir->bindBuffer(Graphix::getWindowWidth(), Graphix::getWindowHeight());
+ shadowdir->bindBuffer(1024, 1024);
postRender = new fBufferObject(2, false);
postRender->bindBuffer(Graphix::getWindowWidth()/2, Graphix::getWindowHeight()/2);
glCullFace(GL_FRONT);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(4.f, 0.f);
-
+ glViewport(0, 0, 1024, 1024);
shadowdir->useBuffer();
glClear(GL_DEPTH_BUFFER_BIT);
Shader::getShader(SH_SHADOWDIR)->useShader();
glCullFace(GL_BACK);
glDisable(GL_POLYGON_OFFSET_FILL);
-
+ glViewport(0, 0, Graphix::getWindowWidth(), Graphix::getWindowHeight());
/* Prepare DRAW SCENE */
camera.useCamera();
postRender->updateSize(width / 2, height / 2);
for (int i = 0; i < 2; i++)
blurPingPong[i]->updateSize(width / 2, height / 2);
- shadowdir->updateSize(width, height);
+ //shadowdir->updateSize(width, height);
}