Fix need for light pass render target in lighting
@@ -8,7 +8,7 @@ fn main() {
let gl = window.gl();
// Renderer
- let renderer = DeferredPipeline::new(&gl, width, height, true, vec4(0.8, 0.8, 0.8, 1.0)).unwrap();
+ let renderer = DeferredPipeline::new(&gl, width, height, false, vec4(0.8, 0.8, 0.8, 1.0)).unwrap();
// Camera
let mut camera = camera::PerspectiveCamera::new(vec3(5.0, 5.0, 5.0), vec3(0.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0),
@@ -82,8 +82,6 @@ fn main() {
renderer.shine_directional_light(&directional_light).unwrap();
renderer.shine_point_light(&point_light).unwrap();
renderer.shine_spot_light(&spot_light).unwrap();
-
- renderer.copy_to_screen().unwrap();
}).unwrap();
}
