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Diff Revisions 196 vs 221 for /trunk/Source Code/Rendering/Lighting/ShadowMapping/CubeShadowMap.cpp

Diff revisions: vs.
  @@ -24,7 +24,6 @@
24 24 depthMapSampler.toggleMipMaps(false);
25 25 depthMapSampler._useRefCompare = true; //< Use compare function
26 26 depthMapSampler._cmpFunc = CMP_FUNC_LEQUAL; //< Use less or equal
27 - depthMapSampler._depthCompareMode = LUMINANCE;
28 27 depthMapDescriptor.setSampler(depthMapSampler);
29 28
30 29 _depthMap = GFX_DEVICE.newFBO(FBO_CUBE_DEPTH);
  @@ -64,15 +63,15 @@
64 63
65 64 void CubeShadowMap::renderInternal(const SceneRenderState& renderState) const {
66 65 //Get some global vars. We limit ourselves to drawing only the objects in the light's range. If range is infinit (-1) we use the GFX limit
67 - F32 zNear = Frustum::getInstance().getZPlanes().x;
68 - F32 zFar = _light->getRange();
66 + /*F32 zNear = Frustum::getInstance().getZPlanes().x;
67 + F32 zFar = _light->getFProperty(LIGHT_PROPERTY_BRIGHTNESS);
69 68 F32 oldzFar = Frustum::getInstance().getZPlanes().y;
70 69 if(zFar < zNear){
71 70 zFar = oldzFar;
72 71 }
73 - Frustum::getInstance().setZPlanes(vec2<F32>(zNear,zFar));
72 + Frustum::getInstance().setZPlanes(vec2<F32>(zNear,zFar));*/
74 73
75 74 GFX_DEVICE.generateCubeMap(*_depthMap, _light->getPosition(), _callback, SHADOW_STAGE);
76 75
77 - Frustum::getInstance().setZPlanes(vec2<F32>(zNear,oldzFar));
76 + //Frustum::getInstance().setZPlanes(vec2<F32>(zNear,oldzFar));
78 77 }