}
}
-static float testcolor[4] = {0,1,0,1};
void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
{
float nearclip, farclip, bias;
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;
r_shadow_shadowmap_parameters[3] = -bias;
{
GL_ColorMask(0,0,0,0);
if (clear)
- GL_Clear(GL_DEPTH_BUFFER_BIT, testcolor, 1.0f, 0);
+ GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
}
else
{
GL_ColorMask(1,1,1,1);
if (clear)
- GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, testcolor, 1.0f, 0);
+ GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
}
break;
case RENDERPATH_D3D10: