diff --git a/src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping_base.cpp b/src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping_base.cpp index 5873ca8..38bb187 100644 --- a/src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping_base.cpp +++ b/src/5.advanced_lighting/3.1.2.shadow_mapping_base/shadow_mapping_base.cpp @@ -197,8 +197,6 @@ int main() // 2. render scene as normal using the generated depth/shadow map // -------------------------------------------------------------- - glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); shader.use(); glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); glm::mat4 view = camera.GetViewMatrix(); diff --git a/src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping.cpp b/src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping.cpp index a201fa9..d6900dc 100644 --- a/src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping.cpp +++ b/src/5.advanced_lighting/3.1.3.shadow_mapping/shadow_mapping.cpp @@ -205,8 +205,6 @@ int main() // 2. render scene as normal using the generated depth/shadow map // -------------------------------------------------------------- - glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); shader.use(); glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); glm::mat4 view = camera.GetViewMatrix();