fixed many memory leaks

added working shadows, using basic shadow mapping
This commit is contained in:
erwin coumans
2013-06-30 23:19:14 -07:00
parent f2cc840c31
commit 6d6ef5d3dc
28 changed files with 581 additions and 226 deletions

View File

@@ -15,7 +15,16 @@ void GLRenderToTexture::init(int width, int height, GLuint textureId, int render
glGenFramebuffers(1, &m_framebufferName);
glBindFramebuffer(GL_FRAMEBUFFER, m_framebufferName);
switch (m_renderTextureType)
// The depth buffer
// glGenRenderbuffers(1, &m_depthrenderbuffer);
// glBindRenderbuffer(GL_RENDERBUFFER, m_depthrenderbuffer);
// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthrenderbuffer);
switch (m_renderTextureType)
{
case RENDERTEXTURE_COLOR:
{
@@ -32,14 +41,7 @@ void GLRenderToTexture::init(int width, int height, GLuint textureId, int render
b3Assert(0);
}
};
// The depth buffer
glGenRenderbuffers(1, &m_depthrenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_depthrenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthrenderbuffer);
glBindFramebuffer( GL_FRAMEBUFFER, 0 );