Fix precision issues on shadow mapping
This commit is contained in:
parent
0ee08cfa06
commit
876e5534fd
@ -588,8 +588,8 @@ public:
|
|||||||
bs.expandBy(osg::Vec3(left, bottom, -zNear) * (_far_m / zNear));
|
bs.expandBy(osg::Vec3(left, bottom, -zNear) * (_far_m / zNear));
|
||||||
bs.expandBy(osg::Vec3(right, top, -zNear) * (_near_m / zNear));
|
bs.expandBy(osg::Vec3(right, top, -zNear) * (_near_m / zNear));
|
||||||
|
|
||||||
osg::Vec4 aim4 = osg::Vec4(bs.center(), 1.0) * view_inverse;
|
osg::Vec4d aim4 = osg::Vec4d(bs.center(), 1.0) * view_inverse;
|
||||||
osg::Vec3 aim(aim4.x(), aim4.y(), aim4.z());
|
osg::Vec3d aim(aim4.x(), aim4.y(), aim4.z());
|
||||||
|
|
||||||
osg::Matrixd &light_view_matrix = camera->getViewMatrix();
|
osg::Matrixd &light_view_matrix = camera->getViewMatrix();
|
||||||
light_view_matrix.makeLookAt(
|
light_view_matrix.makeLookAt(
|
||||||
|
Loading…
Reference in New Issue
Block a user