Fixed an issue where some occluders were wrongly culled out from the shadow map at very steep light angle, and when the view cam was almost align with light direction.
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@ -145,7 +145,7 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
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float frustumNear = Math.max(viewCam.getFrustumNear(), 0.001f);
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float frustumNear = Math.max(viewCam.getFrustumNear(), 0.001f);
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ShadowUtil.updateFrustumPoints(viewCam, frustumNear, zFar, 1.0f, points);
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ShadowUtil.updateFrustumPoints(viewCam, frustumNear, zFar, 1.0f, points);
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//shadowCam.setDirection(direction);
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shadowCam.setFrustumFar(zFar);
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shadowCam.getRotation().lookAt(light.getDirection(), shadowCam.getUp());
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shadowCam.getRotation().lookAt(light.getDirection(), shadowCam.getUp());
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shadowCam.update();
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shadowCam.update();
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shadowCam.updateViewProjection();
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shadowCam.updateViewProjection();
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@ -465,7 +465,7 @@ public class ShadowUtil {
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shadowCam.setProjectionMatrix(null);
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shadowCam.setProjectionMatrix(null);
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if (ortho) {
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if (ortho) {
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shadowCam.setFrustum(-1, 1, -1, 1, 1, -1);
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shadowCam.setFrustum(-shadowCam.getFrustumFar(), shadowCam.getFrustumFar(), -1, 1, 1, -1);
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}
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}
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// create transform to rotate points to viewspace
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// create transform to rotate points to viewspace
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