playing with the shadwos

This commit is contained in:
Sam Gateau 2015-04-06 17:17:25 -07:00
parent 07e7f6ea1d
commit 7f46736bb4
2 changed files with 1 additions and 70 deletions

View file

@ -211,76 +211,7 @@ GLBackend::GLState* GLBackend::syncGPUObject(const State& state) {
}
}
}
/*
for (auto field: state.getFields()) {
switch(field.first) {
case State::FILL_MODE: {
generateFillMode(object->_commands, State::FillMode(field.second._integer));
break;
}
case State::CULL_MODE: {
generateCullMode(object->_commands, State::CullMode(field.second._integer));
break;
}
case State::DEPTH_BIAS:
case State::DEPTH_BIAS_SLOPE_SCALE: {
depthBias = true;
break;
}
case State::FRONT_FACE_CLOCKWISE: {
generateFrontFaceClockwise(object->_commands, bool(field.second._integer));
break;
}
case State::DEPTH_CLIP_ENABLE: {
generateDepthClipEnable(object->_commands, bool(field.second._integer));
break;
}
case State::SCISSOR_ENABLE: {
generateScissorEnable(object->_commands, bool(field.second._integer));
break;
}
case State::MULTISAMPLE_ENABLE: {
generateMultisampleEnable(object->_commands, bool(field.second._integer));
break;
}
case State::ANTIALISED_LINE_ENABLE: {
generateAntialiasedLineEnable(object->_commands, bool(field.second._integer));
break;
}
case State::DEPTH_TEST: {
generateDepthTest(object->_commands, State::DepthTest(field.second._integer));
break;
}
case State::STENCIL_ACTIVATION:
case State::STENCIL_TEST_FRONT:
case State::STENCIL_TEST_BACK: {
stencilState = true;
break;
}
case State::SAMPLE_MASK: {
generateSampleMask(object->_commands, (field.second._unsigned_integer));
break;
}
case State::ALPHA_TO_COVERAGE_ENABLE: {
generateAlphaToCoverageEnable(object->_commands, bool(field.second._integer));
break;
}
case State::BLEND_FUNCTION: {
generateBlend(object->_commands, state);
break;
}
case State::COLOR_WRITE_MASK: {
generateColorWriteMask(object->_commands, field.second._integer);
break;
}
}
}
*/
if (depthBias) {
generateDepthBias(object->_commands, state);
}

View file

@ -122,7 +122,7 @@ void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key,
// Backface on shadow
if (key.isShadow()) {
state->setCullMode(gpu::State::CULL_FRONT);
state->setDepthBias(1.1f);
state->setDepthBias(1.0f);
state->setDepthBiasSlopeScale(4.0f);
} else {
state->setCullMode(gpu::State::CULL_BACK);