From 7e3724a4a33f8c7520dfec54775b53254424deed Mon Sep 17 00:00:00 2001 From: datacrystals Date: Tue, 21 Jun 2022 08:43:15 +0000 Subject: [PATCH] Implement Point Light Shadows (#215) --- .../Renderer/ERS_CLASS_VisualRenderer/ERS_CLASS_DepthMaps.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/Source/Core/Renderer/ERS_CLASS_VisualRenderer/ERS_CLASS_DepthMaps.cpp b/Source/Core/Renderer/ERS_CLASS_VisualRenderer/ERS_CLASS_DepthMaps.cpp index 2cb6b2714c..cc7b7c1b24 100644 --- a/Source/Core/Renderer/ERS_CLASS_VisualRenderer/ERS_CLASS_DepthMaps.cpp +++ b/Source/Core/Renderer/ERS_CLASS_VisualRenderer/ERS_CLASS_DepthMaps.cpp @@ -499,8 +499,7 @@ void ERS_CLASS_DepthMaps::UpdateDepthMaps(ERS_STRUCT_Shader* DepthShader, ERS_S } // Handle Point Lights - std::cout<<"Point lights\n"; - glBindFramebuffer(GL_FRAMEBUFFER, CubemapFBO_);//Light->DepthMap.FrameBufferObjectID); + glBindFramebuffer(GL_FRAMEBUFFER, CubemapFBO_); glClear(GL_DEPTH_BUFFER_BIT); for (unsigned int i = 0; i < ActiveScene->PointLights.size(); i++) {