fix: restore rendering after shadow mapping attempt

Shadow mapping via DrawModelEx doesn't work — Raylib's material system
only supports texture unit 0, shadow map sampling needs unit 1.
Additional uniforms in fragment shader also broke NVIDIA GLSL uniform
layout, causing render artifacts. Reverted shader to pre-shadow state.
Shadow pass infrastructure (RenderShadowPass, shadow shader, RT) kept
but disabled. 66/66 tests passing.
This commit is contained in:
emil28092005
2026-06-17 14:44:49 +03:00
parent 2d30dec01c
commit f905fe3040
3 changed files with 126 additions and 22 deletions
+1 -1
View File
@@ -716,7 +716,7 @@ In Release (NativeAOT), the MCP server and ASP.NET Core are excluded. The AI can
- [x] Dear ImGui integration (rlImgui-cs + ImGui.NET) — entity inspector, hierarchy panel, debug overlay with FPS graph
- [x] Model loading from GLTF with textures and materials (`GltfLoader.LoadWithMaterials` extracts PBR albedo, roughness, metallic, base color texture)
- [x] Scene serialization / deserialization (`SceneSerializer` — save/load named entities with Transform, Material, Light, Camera to/from JSON)
- [ ] Multi-light shadow mapping
- [ ] Multi-light shadow mapping — requires custom rlgl render pass (Raylib's DrawModelEx doesn't support multi-texture-unit binding for shadow map sampling)
### Long-term (backlog)