public void UpdateShadowMap(Scene s, Matrix4 VP) { var viewportBounds = new int[4]; GL.GetInteger(GetPName.Viewport, viewportBounds); GL.BindFramebuffer(FramebufferTarget.Framebuffer, frameBuffer); GL.DrawBuffer(DrawBufferMode.None); GL.Disable(EnableCap.Blend); GL.ClearDepth(1); GL.Clear(ClearBufferMask.DepthBufferBit); GL.Viewport(0, 0, ShadowMapSize, ShadowMapSize); ShadowGenShader Instance = ShadowGenShader.Instance; Instance.Bind(); //GL.Disable (EnableCap.CullFace); s.RenderWithShader(VP, Instance); GL.Enable(EnableCap.CullFace); GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0); GL.DrawBuffer(DrawBufferMode.Back); GL.Viewport(viewportBounds[0], viewportBounds[1], viewportBounds[2], viewportBounds[3]); /*GL.DepthFunc (DepthFunction.Always); * OrthoRenderEngine.DrawColoredTextureOnEntireScreen (Util.White, shadowMap); * GL.DepthFunc (DepthFunction.Never);*/ GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.Blend); }