Set r_shadow_shadowmap2dcolortexture as first rendertarget when doing shadowmaps...
authortomaz <tomaz@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 14 Sep 2010 20:49:41 +0000 (20:49 +0000)
committertomaz <tomaz@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 14 Sep 2010 20:49:41 +0000 (20:49 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10462 d7cf8633-e32d-0410-b094-e92efae38249

r_shadow.c

index 899c145..706c641 100644 (file)
@@ -4453,7 +4453,7 @@ void R_DrawModelShadowMaps(void)
 
        VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
 
-       R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
+       R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
        R_SetupShader_DepthOrShadow();
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);