bool update(float delta_time) { // Rotate the teapot meshes["teapot"].get_transform().rotate(vec3(0.0f, 0.0f, half_pi<float>()) * delta_time); // ********************************* // Update the shadow map properties from the spot light shadow.light_position = spot.get_position(); shadow.light_dir = spot.get_direction(); // ********************************* // Press s to save if (glfwGetKey(renderer::get_window(), 'S') == GLFW_PRESS) { shadow.buffer->save("test.png"); } cam.update(delta_time); return true; }