diff --git a/renderer.cpp b/renderer.cpp index 5c961d49..de04183a 100644 --- a/renderer.cpp +++ b/renderer.cpp @@ -878,9 +878,6 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode) glDebug("rendermode::shadows"); - glPolygonOffset(1.0f, 1.0f); - glEnable(GL_POLYGON_OFFSET_FILL); - glEnable(GL_DEPTH_TEST); glViewport(0, 0, m_shadowbuffersize, m_shadowbuffersize); @@ -894,14 +891,8 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode) scene_ubo->update(scene_ubs); Render(simulation::Region); - // setup_drawing(true); - // glDepthMask(GL_TRUE); - // Render_Alpha(simulation::Region); - m_shadowpass = m_renderpass; - glDisable(GL_POLYGON_OFFSET_FILL); - m_shadow_fb->unbind(); glDebug("rendermodeshadows ::end"); @@ -913,9 +904,6 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode) { glDebug("rendermode::cabshadows"); - glEnable(GL_POLYGON_OFFSET_FILL); - glPolygonOffset(1.0f, 1.0f); - glEnable(GL_DEPTH_TEST); glViewport(0, 0, m_shadowbuffersize, m_shadowbuffersize); @@ -932,8 +920,6 @@ void opengl_renderer::Render_pass(viewport_config &vp, rendermode const Mode) Render_cab(simulation::Train->Dynamic(), 0.0f, true); m_cabshadowpass = m_renderpass; - glDisable(GL_POLYGON_OFFSET_FILL); - m_cabshadows_fb->unbind(); glDebug("rendermode::cabshadows end");