diff --git a/docs/05 Advanced Lighting/03 Shadows/01 Shadow Mapping.md b/docs/05 Advanced Lighting/03 Shadows/01 Shadow Mapping.md index 20875cc..1414d0d 100644 --- a/docs/05 Advanced Lighting/03 Shadows/01 Shadow Mapping.md +++ b/docs/05 Advanced Lighting/03 Shadows/01 Shadow Mapping.md @@ -91,9 +91,9 @@ glBindFramebuffer(GL_FRAMEBUFFER, 0); // 1. 首选渲染深度贴图 glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT); glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); - glClear(GL_DEPTH_BUFFER_BIT); - ConfigureShaderAndMatrices(); - RenderScene(); +glClear(GL_DEPTH_BUFFER_BIT); +ConfigureShaderAndMatrices(); +RenderScene(); glBindFramebuffer(GL_FRAMEBUFFER, 0); // 2. 像往常一样渲染场景,但这次使用深度贴图 glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT); @@ -172,8 +172,8 @@ glUniformMatrix4fv(lightSpaceMatrixLocation, 1, GL_FALSE, glm::value_ptr(lightSp glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT); glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO); - glClear(GL_DEPTH_BUFFER_BIT); - RenderScene(simpleDepthShader); +glClear(GL_DEPTH_BUFFER_BIT); +RenderScene(simpleDepthShader); glBindFramebuffer(GL_FRAMEBUFFER, 0); ```