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Эх сурвалжийг харах

Renamed to webgl_shadowmap_csm; floor mesh now uses tessellated geometry to reduce depth errors.

vtHawk 5 жил өмнө
parent
commit
107b1e5b48

+ 1 - 1
examples/files.js

@@ -288,7 +288,6 @@ var files = {
 		"webgl_buffergeometry_rawshader",
 		"webgl_buffergeometry_selective_draw",
 		"webgl_buffergeometry_uint",
-		"webgl_cascadedshadowmaps",
 		"webgl_custom_attributes",
 		"webgl_custom_attributes_lines",
 		"webgl_custom_attributes_points",
@@ -302,6 +301,7 @@ var files = {
 		"webgl_lightshafts",
 		"webgl_materials_modified",
 		"webgl_raymarching_reflect",
+		"webgl_shadowmap_csm",
 		"webgl_shadowmap_pcss",
 		"webgl_simple_gi",
 		"webgl_tiled_forward",

+ 1 - 1
examples/webgl_cascadedshadowmaps.html → examples/webgl_shadowmap_csm.html

@@ -80,7 +80,7 @@
 				var floorMaterial = new THREE.MeshPhongMaterial( { color: '#252a34' } );
 				csm.setupMaterial( floorMaterial );
 
-				var floor = new THREE.Mesh( new THREE.PlaneBufferGeometry( 10000, 10000 ), floorMaterial );
+				var floor = new THREE.Mesh( new THREE.PlaneBufferGeometry( 10000, 10000, 8, 8 ), floorMaterial );
 				floor.rotation.x = - Math.PI / 2;
 				floor.castShadow = true;
 				floor.receiveShadow = true;