void renderLights(LightType type, Storm3D_Scene &scene, bool renderShadows) { if(type == Fake) renderFakeSpotLights(scene, renderShadows); else if(type == RealSolid || type == RealAlpha) { renderSpotLights(scene, renderShadows, type); frozenbyte::storm::enableMinMagFiltering(device, 0, 1, true); } }
void Game::renderPass() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_pLightingEffect->enable(); renderPointLights(); renderSpotLights(); renderLightEffects(); m_pPipe->setCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); m_pObjects->render(m_pPipe, * m_pLightingEffect); //renderHeightmap(); renderSkybox(); }