public void Draw() { mCamera.Set(); /*mShadowMaskObject.Begin(); { glPushAttrib(GL_COLOR_BUFFER_BIT); { mShadowMaskObject.Clear(); glPushMatrix(); { glLoadIdentity(); glColor3f(0, 0, 0); glBegin(GL_QUADS); { glVertex2f(0, 0); glVertex2f(mGameWindow.Width(), 0); glVertex2f(mGameWindow.Width(), mGameWindow.Height()); glVertex2f(0, mGameWindow.Height()); } glEnd(); } glPopMatrix(); } glPopAttrib(); } mShadowMaskObject.End();*/ CalculateLighting(); DrawScene(); // draw mask over scene to occlude shadows glPushMatrix(); { glLoadIdentity(); glColor4f(1, 1, 1, 1); Texture.Begin(); { mShadowMask.BindTexture(); mShadowMask.Draw(0, 0, 1, -1); } Texture.End(); } glPopMatrix(); }
public void UnLoad() { super.UnLoad(); mShadowMaskObject.Delete(); mShadowMask.Delete(); Light.UnLoad(); ComplexPolygon.UnLoad(); }