void BrainbowApp::updateShadowMap() { mDepthFbo.bindFramebuffer(); glPolygonOffset( 1.0f, 1.0f ); glEnable( GL_POLYGON_OFFSET_FILL ); glClear( GL_DEPTH_BUFFER_BIT ); glPushAttrib( GL_VIEWPORT_BIT ); glViewport( 0, 0, SHADOW_MAP_RESOLUTION, SHADOW_MAP_RESOLUTION ); gl::pushMatrices(); mLight->setShadowRenderMatrices(); mDisc.draw(); // mCyl.draw(); // mCur.draw(); mDiamond.draw(); gl::popMatrices(); glPopAttrib(); glDisable( GL_POLYGON_OFFSET_FILL ); mDepthFbo.unbindFramebuffer(); }
void ShadowMapSample::updateShadowMap() { mDepthFbo.bindFramebuffer(); glPolygonOffset( 1.0f, 1.0f ); glEnable( GL_POLYGON_OFFSET_FILL ); glClear( GL_DEPTH_BUFFER_BIT ); glPushAttrib( GL_VIEWPORT_BIT ); glViewport( 0, 0, SHADOW_MAP_RESOLUTION, SHADOW_MAP_RESOLUTION ); gl::pushMatrices(); mLight->setShadowRenderMatrices(); mBackboard.draw(); mTorus.draw(); gl::drawCube( vec3::zero(), vec3( 1, 1, 1 ) ); gl::popMatrices(); glPopAttrib(); glDisable( GL_POLYGON_OFFSET_FILL ); mDepthFbo.unbindFramebuffer(); }