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authorlhofhansl <larsh@apache.org>2021-10-05 12:54:01 -0700
committerGitHub <noreply@github.com>2021-10-05 21:54:01 +0200
commitb4b9bee5f2a903f1677f12d71ebb644052877381 (patch)
tree163b7f09daceb6d24ae7ebb415ac87f972796939 /src/client
parentbc71622d2121347ad6dbbe3c174ad485fe1a8f8c (diff)
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Reduce shadow jitter (#11668)
Diffstat (limited to 'src/client')
-rw-r--r--src/client/shadows/dynamicshadows.cpp17
1 files changed, 0 insertions, 17 deletions
diff --git a/src/client/shadows/dynamicshadows.cpp b/src/client/shadows/dynamicshadows.cpp
index 0c7eea0e7..6ef5a4f1d 100644
--- a/src/client/shadows/dynamicshadows.cpp
+++ b/src/client/shadows/dynamicshadows.cpp
@@ -65,24 +65,7 @@ void DirectionalLight::createSplitMatrices(const Camera *cam)
// boundVec.getLength();
float vvolume = radius * 2.0f;
- float texelsPerUnit = getMapResolution() / vvolume;
- m4f mTexelScaling;
- mTexelScaling.setScale(texelsPerUnit);
-
- m4f mLookAt, mLookAtInv;
-
- mLookAt.buildCameraLookAtMatrixLH(v3f(0.0f, 0.0f, 0.0f), -direction, v3f(0.0f, 1.0f, 0.0f));
-
- mLookAt *= mTexelScaling;
- mLookAtInv = mLookAt;
- mLookAtInv.makeInverse();
-
v3f frustumCenter = newCenter;
- mLookAt.transformVect(frustumCenter);
- frustumCenter.X = floorf(frustumCenter.X); // clamp to texel increment
- frustumCenter.Y = floorf(frustumCenter.Y); // clamp to texel increment
- frustumCenter.Z = floorf(frustumCenter.Z);
- mLookAtInv.transformVect(frustumCenter);
// probar radius multipliacdor en funcion del I, a menor I mas multiplicador
v3f eye_displacement = direction * vvolume;