Windows implementation WIP
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@@ -44,8 +44,8 @@ int KRDirectionalLight::configureShadowBufferViewports(const KRViewport &viewpor
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const float KRENGINE_SHADOW_BOUNDS_EXTRA_SCALE = 1.25f; // Scale to apply to view frustrum bounds so that we don't need to refresh shadows on every frame
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int cShadows = 1;
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for(int iShadow=0; iShadow < cShadows; iShadow++) {
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GLfloat shadowMinDepths[3][3] = {{0.0, 0.0, 0.0},{0.0, 0.0, 0.0},{0.0, 0.05, 0.3}};
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GLfloat shadowMaxDepths[3][3] = {{0.0, 0.0, 1.0},{0.1, 0.0, 0.0},{0.1, 0.3, 1.0}};
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GLfloat shadowMinDepths[3][3] = {{0.0f, 0.0f, 0.0f},{0.0f, 0.0f, 0.0f},{0.0f, 0.05f, 0.3f}};
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GLfloat shadowMaxDepths[3][3] = {{0.0f, 0.0f, 1.0f},{0.1f, 0.0f, 0.0f},{0.1f, 0.3f, 1.0f}};
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float min_depth = 0.0f;
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float max_depth = 1.0f;
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