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author | Juan Linietsky <reduzio@gmail.com> | 2014-06-16 10:22:26 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-06-16 10:22:26 -0300 |
commit | 703004f830f39adcde9b9565f1aa49d1b10e8d27 (patch) | |
tree | b8fd669af9dee07177ff658f0ebca83aff836598 /servers/visual/visual_server_raster.cpp | |
parent | 64e83bfd1404ea593f0c79b478d196a3fcde42a8 (diff) | |
download | redot-engine-703004f830f39adcde9b9565f1aa49d1b10e8d27.tar.gz |
More 3D Work
-=-=-=-=-=-
-ESM Shadow Mapping for softer and less glitchy shadows
-HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end)
-Fix to xml parse bug
Diffstat (limited to 'servers/visual/visual_server_raster.cpp')
-rw-r--r-- | servers/visual/visual_server_raster.cpp | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/servers/visual/visual_server_raster.cpp b/servers/visual/visual_server_raster.cpp index 519e697ab2..8f1d444185 100644 --- a/servers/visual/visual_server_raster.cpp +++ b/servers/visual/visual_server_raster.cpp @@ -3970,6 +3970,8 @@ void VisualServerRaster::_light_instance_update_pssm_shadow(Instance *p_light,Sc //float cull_max=p_cull_range.max; + bool overlap = rasterizer->light_instance_get_pssm_shadow_overlap(p_light->light_info->instance); + float cull_min=p_camera->znear; float cull_max=p_camera->zfar; float max_dist = rasterizer->light_directional_get_shadow_param(p_light->base_rid,VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE); @@ -3999,7 +4001,7 @@ void VisualServerRaster::_light_instance_update_pssm_shadow(Instance *p_light,Sc camera_matrix.set_orthogonal( p_camera->size, viewport_rect.width / (float)viewport_rect.height, - distances[i], + distances[(i==0 || !overlap )?i:i-1], distances[i+1], p_camera->vaspect @@ -4011,7 +4013,7 @@ void VisualServerRaster::_light_instance_update_pssm_shadow(Instance *p_light,Sc camera_matrix.set_perspective( p_camera->fov, viewport_rect.width / (float)viewport_rect.height, - distances[i], + distances[(i==0 || !overlap )?i:i-1], distances[i+1], p_camera->vaspect |