PSSM : fixed wrong shadows when frustum near clip is 0 or negative (parallel projection issue)

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8246 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 14 years ago
parent 0775b93088
commit 6ed981db10
  1. 13
      engine/src/desktop-fx/com/jme3/shadow/PssmShadowRenderer.java

@ -330,23 +330,18 @@ public class PssmShadowRenderer implements SceneProcessor {
float zFar = zFarOverride;
if (zFar == 0) {
zFar = viewCam.getFrustumFar();
// zFar = PssmShadowUtil.computeZFar(occluders, receivers, viewCam);
}
// System.out.println("Zfar : "+zFar);
ShadowUtil.updateFrustumPoints(viewCam, viewCam.getFrustumNear(), zFar, 1.0f, points);
// Vector3f frustaCenter = new Vector3f();
// for (Vector3f point : points) {
// frustaCenter.addLocal(point);
// }
// frustaCenter.multLocal(1f / 8f);
//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);
//shadowCam.setDirection(direction);
shadowCam.getRotation().lookAt(direction, shadowCam.getUp());
shadowCam.update();
shadowCam.updateViewProjection();
PssmShadowUtil.updateFrustumSplits(splitsArray, viewCam.getFrustumNear(), zFar, lambda);
PssmShadowUtil.updateFrustumSplits(splitsArray, frustumNear, zFar, lambda);
switch (splitsArray.length) {

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