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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 8 years ago
parent
commit
69d8e5d13e

+ 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