Skip to content

Commit

Permalink
Implement Point Light Shadows (#215)
Browse files Browse the repository at this point in the history
  • Loading branch information
datacrystals committed Jun 14, 2022
1 parent 47a394d commit 3ad81df
Show file tree
Hide file tree
Showing 2 changed files with 3 additions and 2 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -175,7 +175,7 @@ ERS_STRUCT_DepthMap ERS_CLASS_DepthMaps::GenerateDepthMap(bool LogEnable) {
SystemUtils_->Logger_->Log("Generated Framebuffer Object", 3, LogEnable);

// Allocate Depth Map Texture ID
Output.DepthMapTextureIndex = AllocateDepthMapIndex(Output.FrameBufferObjectID);
Output.DepthMapTextureIndexes[0] = AllocateDepthMapIndex(Output.FrameBufferObjectID);

// Attach Depth Map Texture To Framebuffer
SystemUtils_->Logger_->Log(std::string("Attaching Depth Map Texture To Framebuffer Texture '") + std::to_string(Output.DepthMapTextureIndex) + std::string("'"), 4, LogEnable);
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -106,10 +106,11 @@ class ERS_CLASS_DepthMaps {
* This is usually used for shadows later on in the rendering process.
* Resolution is specified by the
*
* @param Number The Number OF Depth Maps To Assign To The Light In Question
* @param LogOutput Enable/disable logging output
* @return ERS_STRUCT_DepthMap Struct containing the relevant opengl ids for this depth map
*/
ERS_STRUCT_DepthMap GenerateDepthMap(bool LogOutput = true);
ERS_STRUCT_DepthMap GenerateDepthMap(int Number = 1, bool LogOutput = true);


/**
Expand Down

0 comments on commit 3ad81df

Please sign in to comment.