private var perf_clock_shadow = new Clock is lazy
- redef fun on_create
+ redef fun create_gamnit
do
super
var light = app.light
if not light isa LightCastingShadows then return
- perf_clock_shadow.lapse
-
# Make sure there's no errors pending
assert glGetError == gl_NO_ERROR
# Take down, bring back default values
glBindFramebuffer(gl_FRAMEBUFFER, shadow_context.screen_framebuffer)
glColorMask(true, true, true, true)
-
- perfs["gamnit shadows prep"].add perf_clock_shadow.lapse
end
# ---