| 401 | } // namespace |
| 402 | |
| 403 | bool EngineGL33::ShadowDepthProbe(const float* lightVP16, const float* triXYZ, int vertCount, int res, float* outDepth) |
| 404 | { |
| 405 | if (!outDepth) |
| 406 | return false; |
| 407 | const bool ok = RenderDepthFBO(_glContext, lightVP16, triXYZ, vertCount, res, outDepth); |
| 408 | // RenderDepthFBO writes cull/depth directly and restores only bindings; drop |
| 409 | // the pass-dedup cache so a later lit draw re-applies its raster state. |
| 410 | InvalidatePipelineCache(); |
| 411 | return ok; |
| 412 | } |
| 413 | |
| 414 | void EngineGL33::RenderShadowDepthScene(const float* lightVPs, const float* splitViewDist, const float* camFwd3, |
| 415 | int numCascades, int omniCount, int res, const ShadowCasterSet& casters) |
nothing calls this directly
no test coverage detected