void RAS_OpenGLLight::UnbindShadowBuffer() { GPULamp *lamp = GetGPULamp(); GPU_lamp_shadow_buffer_unbind(lamp); if (GPU_lamp_shadow_buffer_type(lamp) == LA_SHADMAP_VARIANCE) m_rasterizer->SetUsingOverrideShader(false); }
void RAS_OpenGLLight::UnbindShadowBuffer() { GPULamp *lamp = GetGPULamp(); GPU_lamp_shadow_buffer_unbind(lamp); m_rasterizer->SetShadowMode(RAS_IRasterizer::RAS_SHADOW_NONE); m_requestShadowUpdate = false; }
void KX_LightObject::UnbindShadowBuffer(RAS_IRasterizer *ras) { GPULamp *lamp = GetGPULamp(); GPU_lamp_shadow_buffer_unbind(lamp); }