Some RenderTexture refactoring

This commit is contained in:
korenkonder
2023-11-28 20:27:21 +03:00
parent 2aad08beab
commit 721e41d2ec
10 changed files with 146 additions and 129 deletions
+2 -3
View File
@@ -390,8 +390,7 @@ bool light_proj::set(render_context* rctx) {
}
else {
draw_texture.Bind();
glViewport(0, 0, draw_texture.color_texture->width,
draw_texture.color_texture->height);
draw_texture.SetViewport();
gl_state_enable_depth_test();
gl_state_set_depth_mask(GL_TRUE);
glClearBufferfv(GL_COLOR, 0, (float_t*)&color_clear);
@@ -4364,7 +4363,7 @@ int32_t Shadow::InitData() {
return -1;
for (int32_t i = 0; i < 4; i++) {
gl_state_bind_texture_2d(render_textures[i == 3 ? 7 : i].color_texture->tex);
gl_state_bind_texture_2d(render_textures[i == 3 ? 7 : i].GetColorTex());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
static const vec4 border_color = 1.0f;