From 4801bdf45aaaa9238bc52a157e1d25c9d477d81a Mon Sep 17 00:00:00 2001 From: Dmitry Kostenko Date: Sun, 20 Feb 2022 00:04:48 +0100 Subject: Correct normal bias for entities Remove use of magic constants. Apply cameraOffset Calculate distance projected on SM plane --- src/client/shadows/dynamicshadows.cpp | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) (limited to 'src/client/shadows/dynamicshadows.cpp') diff --git a/src/client/shadows/dynamicshadows.cpp b/src/client/shadows/dynamicshadows.cpp index 6ef5a4f1d..a45bf64fe 100644 --- a/src/client/shadows/dynamicshadows.cpp +++ b/src/client/shadows/dynamicshadows.cpp @@ -58,15 +58,13 @@ void DirectionalLight::createSplitMatrices(const Camera *cam) const v3f &viewUp = cam->getCameraNode()->getUpVector(); v3f viewRight = look.crossProduct(viewUp); - v3f farCorner = look + viewRight * tanFovX + viewUp * tanFovY; + v3f farCorner = (look + viewRight * tanFovX + viewUp * tanFovY).normalize(); // Compute the frustumBoundingSphere radius v3f boundVec = (camPos + farCorner * sfFar) - newCenter; - radius = boundVec.getLength() * 2.0f; + radius = boundVec.getLength(); // boundVec.getLength(); - float vvolume = radius * 2.0f; - + float vvolume = radius; v3f frustumCenter = newCenter; - // probar radius multipliacdor en funcion del I, a menor I mas multiplicador v3f eye_displacement = direction * vvolume; // we must compute the viewmat with the position - the camera offset -- cgit v1.2.3