r_viewport_t viewport;
int flipped;
GLuint fbo = 0;
- float clearcolor[4];
nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
farclip = 1.0f;
bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
break;
case RENDERPATH_D3D9:
+ float clearcolor[4];
Vector4Set(clearcolor, 1,1,1,1);
// completely different meaning than in OpenGL path
r_shadow_shadowmap_parameters[1] = 0;
switch (vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
- break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
#ifdef OPENGL_ORIENTATION
r_shadow_shadowmapmatrix.m[0][0] *= -1.0f;
r_shadow_shadowmapmatrix.m[0][1] *= -1.0f;