Slightly optimized matrix operations in LightStage as samcake's remark

This commit is contained in:
Olivier Prat 2017-12-13 15:30:57 +01:00
parent b9d49318e7
commit 19e240460d

View file

@ -185,7 +185,7 @@ void LightStage::Shadow::setKeylightFrustum(const ViewFrustum& viewFrustum,
}
// Update the buffer
auto& schema = _schemaBuffer.edit<Schema>();
schema.lightDirInViewSpace = Transform(Transform(viewFrustum.getView()).getInverseMatrix()).transformDirection(lightDirection);
schema.lightDirInViewSpace = glm::inverse(viewFrustum.getView()) * glm::vec4(lightDirection, 0.f);
}
void LightStage::Shadow::setKeylightCascadeFrustum(unsigned int cascadeIndex, const ViewFrustum& viewFrustum,