git-svn-id: svn://db.shs.com.ru/libs@55 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -127,9 +127,9 @@ void RendererDeferredShading::renderScene() {
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if (l->light_type == Light::Omni) continue;
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l->shadow_map.resize(sms, sms);
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l->shadow_map.bind();
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//l->shadow_map.setWriteBuffer(0);
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//glClearFramebuffer();
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glClear(GL_DEPTH_BUFFER_BIT);
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l->shadow_map.setWriteBuffer(0);
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glClearFramebuffer();
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//glClear(GL_DEPTH_BUFFER_BIT);
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renderShadow(l, shader_shadow, mviewi);
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l->shadow_map.release();
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}
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@@ -364,10 +364,10 @@ void RendererDeferredShading::setupDSLights(int pass, const QMatrix4x4 & view_ma
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for (int i = light_start; i < light_end; ++i) {
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lv << view.lights()[i];
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glActiveTextureChannel(shadow_start + i - light_start);
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glBindTexture(GL_TEXTURE_2D, lv.back()->shadow_map.depthTexture());
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glBindTexture(GL_TEXTURE_2D, lv.back()->shadow_map.colorTexture());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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}
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amb_light.setName("null");
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for (int i = light_end; i < lmax; ++i)
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