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.
21 lines
228 B
INI
21 lines
228 B
INI
[Window][Debug##Default]
|
|
Pos=60,60
|
|
Size=400,400
|
|
Collapsed=0
|
|
|
|
[Window][Debug]
|
|
Pos=10,10
|
|
Size=216,107
|
|
Collapsed=0
|
|
|
|
[Window][Hierarchy]
|
|
Pos=29,195
|
|
Size=250,398
|
|
Collapsed=0
|
|
|
|
[Window][Inspector]
|
|
Pos=915,253
|
|
Size=300,400
|
|
Collapsed=0
|
|
|