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hub / github.com/BohemiaInteractive/CWR / ShadowDepthProbe

Method ShadowDepthProbe

engine/PoseidonGL33/EngineGL33_ShadowDepth.cpp:403–412  ·  view source on GitHub ↗

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401} // namespace
402
403bool 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
414void EngineGL33::RenderShadowDepthScene(const float* lightVPs, const float* splitViewDist, const float* camFwd3,
415 int numCascades, int omniCount, int res, const ShadowCasterSet& casters)

Callers

nothing calls this directly

Calls 1

RenderDepthFBOFunction · 0.85

Tested by

no test coverage detected