From 01c13cd6f114fcc36b1e03c70c24d077142c5e1e Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Tue, 9 Dec 2014 17:58:17 -0800 Subject: [PATCH] Fix the broken shadows by simply calling the needed setViewTransform which is used for rendering the ENitites and avatars --- interface/src/Application.cpp | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 3824185f52..ba2f806c29 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -2874,8 +2874,13 @@ void Application::updateShadowMap() { // store view matrix without translation, which we'll use for precision-sensitive objects updateUntranslatedViewMatrix(); - // TODO: assign an equivalent viewTransform object to the application to match the current path which uses glMatrixStack - // setViewTransform(viewTransform); + + // Equivalent to what is happening with _untranslatedViewMatrix and the _viewMatrixTranslation + // the viewTransofmr object is updatded with the correct values and saved, + // this is what is used for rendering the Entities and avatars + Transform viewTransform; + viewTransform.setRotation(rotation); + setViewTransform(viewTransform); glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(1.1f, 4.0f); // magic numbers courtesy http://www.eecs.berkeley.edu/~ravir/6160/papers/shadowmaps.ppt