From 43ede9e260c5cc58f74ecdc76840d9597f3cc972 Mon Sep 17 00:00:00 2001 From: "tomaz tomaz@d7cf8633-e32d-0410-b094-e92efae38249" <> Date: Tue, 14 Sep 2010 20:49:41 +0000 Subject: [PATCH] UNMERGE Set r_shadow_shadowmap2dcolortexture as first rendertarget when doing shadowmaps, sadly this didn't fix the shadowmaps but it at least fixed the white sky. git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10462 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::unmerge=24eb9d93a8cdc6a8c8bac7f821a40eea5a262387 --- r_shadow.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/r_shadow.c b/r_shadow.c index 706c6410..899c1454 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -4453,7 +4453,7 @@ void R_DrawModelShadowMaps(void) VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin); - R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL); + R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL); R_SetupShader_DepthOrShadow(); GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value); GL_DepthMask(true); -- 2.39.2