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.

cleanup_build_scripts
Nehon 8 years ago
parent 4919620e61
commit 69d8e5d13e
  1. 2
      jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowRenderer.java
  2. 2
      jme3-core/src/main/java/com/jme3/shadow/ShadowUtil.java

@ -145,7 +145,7 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
float frustumNear = Math.max(viewCam.getFrustumNear(), 0.001f);
ShadowUtil.updateFrustumPoints(viewCam, frustumNear, zFar, 1.0f, points);
//shadowCam.setDirection(direction);
shadowCam.setFrustumFar(zFar);
shadowCam.getRotation().lookAt(light.getDirection(), shadowCam.getUp());
shadowCam.update();
shadowCam.updateViewProjection();

@ -465,7 +465,7 @@ public class ShadowUtil {
shadowCam.setProjectionMatrix(null);
if (ortho) {
shadowCam.setFrustum(-1, 1, -1, 1, 1, -1);
shadowCam.setFrustum(-shadowCam.getFrustumFar(), shadowCam.getFrustumFar(), -1, 1, 1, -1);
}
// create transform to rotate points to viewspace

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