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Fixed Wrong Projection Matrix on Tessellator shadow rendering
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Guerra24 committed Dec 16, 2015
1 parent 3755621 commit e8fef92
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Showing 3 changed files with 4 additions and 4 deletions.
2 changes: 1 addition & 1 deletion assets/game/settings.conf
@@ -1,5 +1,5 @@
#Voxel Settings
#Mon Dec 14 15:51:16 CST 2015
#Wed Dec 16 13:40:53 CST 2015
UPS=30
VSYNC=false
useMotionBlur=false
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Expand Up @@ -109,7 +109,7 @@ public SkyboxRenderer(Loader loader, Matrix4f projectionMatrix) {
shader.connectTextureUnits();
shader.loadProjectionMatrix(projectionMatrix);
shader.stop();
time = 6000;
time = 9000;
}

/**
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Expand Up @@ -79,11 +79,11 @@ private void init(GameResources gm) {
normals = new ArrayList<Vector3f>();
data = new ArrayList<Vector4f>();
indices = new ArrayList<Integer>();
this.orthoProjectionMatrix = gm.getRenderer().getProjectionMatrix();
this.orthoProjectionMatrix = gm.getMasterShadowRenderer().getProjectionMatrix();
shader = TessellatorShader.getInstance();
shader.start();
shader.conectTextureUnits();
shader.loadProjectionMatrix(orthoProjectionMatrix);
shader.loadProjectionMatrix(gm.getRenderer().getProjectionMatrix());
shader.loadBiasMatrix(gm);
shader.stop();
shadowShader = TessellatorShadowShader.getInstance();
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