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author | Kenneth Graunke <kenneth@whitecape.org> | 2011-02-09 21:33:38 -0800 |
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committer | Kenneth Graunke <kenneth@whitecape.org> | 2011-02-09 21:33:38 -0800 |
commit | c0883a47666045005abed24e34daf25d2e328513 (patch) | |
tree | 325537d57901b0f96b251b98bbda68b49814d531 | |
parent | 00a1a013acff250d59c66be1e2184897bd0e8dbc (diff) |
Perform front-face culling when rendering the shadow map.
Helps some with the nasty shadow acne
-rwxr-xr-x | src/main.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/src/main.cpp b/src/main.cpp index e3a6461..21fe5a7 100755 --- a/src/main.cpp +++ b/src/main.cpp @@ -43,12 +43,14 @@ static GLuint shadow_fbo; static void Redisplay() { + glCullFace(GL_FRONT); glBindFramebuffer(GL_FRAMEBUFFER, shadow_fbo); glClear(GL_DEPTH_BUFFER_BIT); Scene::Reshape(win_width/2, win_height/2); Scene::RenderShadow(); // Render scene to FBO + glCullFace(GL_BACK); glBindFramebuffer(GL_FRAMEBUFFER, main_fbo); glClearColor(0.3, 0.3, 0.3, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |