From b2dc8aa84caa84bdf2a346e3423c207f5fc8e765 Mon Sep 17 00:00:00 2001 From: Mathias Agopian Date: Mon, 1 Nov 2021 16:39:12 -0700 Subject: [PATCH] Fix typo that broke the directional shadowmap --- filament/src/ShadowMap.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/filament/src/ShadowMap.cpp b/filament/src/ShadowMap.cpp index c9fb1a239a..8e16878b50 100644 --- a/filament/src/ShadowMap.cpp +++ b/filament/src/ShadowMap.cpp @@ -1069,6 +1069,8 @@ void ShadowMap::visitScene(const FScene& scene, uint32_t visibleLayers, void ShadowMap::initSceneInfo(FScene const& scene, filament::CameraInfo const& camera, ShadowMap::SceneInfo& sceneInfo) { + sceneInfo.vsNearFar = { std::numeric_limits::lowest(), std::numeric_limits::max() }; + // We assume the light is at the origin to compute the SceneInfo. This is consumed later by // computeShadowCameraDirectional() which takes this into account. const mat4f V = camera.view; @@ -1098,7 +1100,6 @@ void ShadowMap::initSceneInfo(FScene const& scene, filament::CameraInfo const& c void ShadowMap::updateSceneInfo(const mat4f& Mv, FScene const& scene, ShadowMap::SceneInfo& sceneInfo) { sceneInfo.lsNearFar = { std::numeric_limits::lowest(), std::numeric_limits::max() }; - sceneInfo.vsNearFar = { std::numeric_limits::lowest(), std::numeric_limits::max() }; visitScene(scene, sceneInfo.visibleLayers, [&](Aabb caster) { float2 nf = ShadowMap::computeNearFar(Mv, caster);