finish fixing shadows

This commit is contained in:
Arisotura 2019-05-25 02:34:14 +02:00
parent 182e123598
commit 04f1809dd1

View File

@ -594,6 +594,8 @@ void RenderSceneChunk(int y, int h)
{
RendererPolygon* rp = &PolygonList[i];
if (rp->PolyData->IsShadowMask) { i++; continue; }
// zorp
glDepthFunc(GL_LESS);
@ -627,11 +629,6 @@ void RenderSceneChunk(int y, int h)
if (rp->PolyData->IsShadowMask)
{
// clear shadow bits in stencil buffer
glStencilMask(0x80);
glClear(GL_STENCIL_BUFFER_BIT);
// draw actual shadow mask
UseRenderShader(flags | RenderFlag_ShadowMask);
@ -642,7 +639,7 @@ void RenderSceneChunk(int y, int h)
glDepthMask(GL_FALSE);
glDepthFunc(GL_LESS);
glStencilFunc(GL_EQUAL, 0xFF, 0xFE);
glStencilFunc(GL_EQUAL, 0xFF, 0xFF);
glStencilOp(GL_KEEP, GL_INVERT, GL_KEEP);
glStencilMask(0x01);