void GLInstancingRenderer::renderScene() { if (useShadowMap) { float color[4]={1,1,1,1}; renderSceneInternal(B3_CREATE_SHADOWMAP_RENDERMODE); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); renderSceneInternal(B3_USE_SHADOWMAP_RENDERMODE); } else { renderSceneInternal(); } }
void GLInstancingRenderer::renderScene() { //avoid some Intel driver on a Macbook Pro to lock-up //todo: figure out what is going on on that machine glFlush(); if (useShadowMap) { renderSceneInternal(B3_CREATE_SHADOWMAP_RENDERMODE); // glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); renderSceneInternal(B3_USE_SHADOWMAP_RENDERMODE); } else { renderSceneInternal(); } }