Преглед на файлове

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.

Nehon преди 8 години
родител
ревизия
35de6d9fda

+ 1 - 1
jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowRenderer.java

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

+ 1 - 1
jme3-core/src/main/java/com/jme3/shadow/ShadowUtil.java

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