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-rw-r--r--src/client/shadows/dynamicshadows.cpp8
1 files changed, 3 insertions, 5 deletions
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