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authorEric Anholt <eric@anholt.net>2009-08-01 14:40:11 -0700
committerEric Anholt <eric@anholt.net>2009-08-01 14:40:11 -0700
commitbaed6f2e32a809380c6cdbce1a63ab9a10d775b4 (patch)
tree750d254afeabe54b8187743da496f232a51698fb
parent607b0ae844f42f3fe9387430d8d513ec294682b1 (diff)
Use front-face culling to significantly reduce shadow acne.
-rw-r--r--shadow_map.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/shadow_map.c b/shadow_map.c
index 6bef52f..8ec4d55 100644
--- a/shadow_map.c
+++ b/shadow_map.c
@@ -166,6 +166,7 @@ generate_rings_shadowmap(void)
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
+ glCullFace(GL_FRONT);
if (first_time) {
GLenum status;
@@ -193,6 +194,7 @@ generate_rings_shadowmap(void)
glDrawBuffer(GL_BACK);
glReadBuffer(GL_BACK);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glCullFace(GL_BACK);
set_world_to_shadow_transform();
}