Fix syntax error

in-pass-shadows
Kirill Vainer 7 years ago
parent 77e552f551
commit 5aa2c722fe
  1. 4
      jme3-vr/src/main/java/com/jme3/shadow/DirectionalLightShadowRendererVR.java

@ -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) {

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