fix lispsm when camera and light direction are aligned
in that case we have to revert to the ortho projection
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committed by
Mathias Agopian
parent
44fdf83e4c
commit
3e3bd2722f
@@ -511,7 +511,8 @@ mat4f ShadowMap::applyLISPSM(mat4f& Wp,
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mat4f W;
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// see nopt1 below for an explanation about this test
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// sinLV is positive since it comes from a square-root
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if (sinLV > 0 && 3.0f * (dzn / (zf - zn)) < 2.0f) {
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constexpr float epsilon = 0.02f; // very roughly 1 degree
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if (sinLV > epsilon && 3.0f * (dzn / (zf - zn)) < 2.0f) {
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// nopt is the optimal near plane distance of Wp (i.e. distance from P).
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// virtual near and far planes
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