|
|
|
@ -145,7 +145,7 @@ public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR { |
|
|
|
|
|
|
|
|
|
//We prevent computing the frustum points and splits with zeroed or negative near clip value
|
|
|
|
|
float frustumNear = Math.max(viewCam.getFrustumNear(), 0.001f); |
|
|
|
|
ShadowUtil.updateFrustumPoints(viewCam, frustumNear, zFar, 1.0f, points); |
|
|
|
|
ShadowUtil.updateFrustumPoints(viewCam, frustumNear, zFar, points); |
|
|
|
|
|
|
|
|
|
//shadowCam.setDirection(direction);
|
|
|
|
|
shadowCam.getRotation().lookAt(light.getDirection(), shadowCam.getUp()); |
|
|
|
@ -180,7 +180,7 @@ public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR { |
|
|
|
|
protected GeometryList getOccludersToRender(int shadowMapIndex, GeometryList shadowMapOccluders) { |
|
|
|
|
|
|
|
|
|
// update frustum points based on current camera and split
|
|
|
|
|
ShadowUtil.updateFrustumPoints(viewPort.getCamera(), splitsArray[shadowMapIndex], splitsArray[shadowMapIndex + 1], 1.0f, points); |
|
|
|
|
ShadowUtil.updateFrustumPoints(viewPort.getCamera(), splitsArray[shadowMapIndex], splitsArray[shadowMapIndex + 1], points); |
|
|
|
|
|
|
|
|
|
//Updating shadow cam with curent split frustra
|
|
|
|
|
if (lightReceivers.size()==0) { |
|
|
|
|