Changed the light collision structure uploaded to the GPU to be a binary tree using AABBs for the nodes instead of a BSP plane

This commit is contained in:
Magnus Norddahl 2017-03-07 15:58:22 +01:00
commit 6df3b3fbca
6 changed files with 288 additions and 151 deletions

View file

@ -55,7 +55,7 @@ void FShadowMap::Update()
GLRenderer->mShadowMapShader->Bind();
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, mLightList);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, mLightBSP.GetNodesBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLightBSP.GetSegsBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLightBSP.GetLinesBuffer());
glViewport(0, 0, 1024, 1024);
GLRenderer->RenderScreenQuad();