From 698ecbf9c5ab7f4c7719ee812159a1a7f9b0e613 Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Wed, 28 May 2014 15:58:45 -0700 Subject: [PATCH] Fix for shadow map rendering. --- interface/src/Application.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index a1c2507822..0cae0f3e75 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -2266,14 +2266,14 @@ void Application::updateShadowMap() { int halfSize = fbo->width() / 2; float frustumScale = 1.0f / (_viewFrustum.getFarClip() - _viewFrustum.getNearClip()); + loadViewFrustum(_myCamera, _viewFrustum); for (int i = 0; i < SHADOW_MATRIX_COUNT; i++) { const glm::vec2& coord = MAP_COORDS[i]; - glViewport(coord.s * halfSize, coord.t * halfSize, halfSize, halfSize); + glViewport(coord.s * fbo->width(), coord.t * fbo->height(), halfSize, halfSize); float nearScale = MAP_DISTANCES[i] * frustumScale; float farScale = MAP_DISTANCES[i + 1] * frustumScale; - loadViewFrustum(_myCamera, _viewFrustum); glm::vec3 points[] = { glm::mix(_viewFrustum.getNearTopLeft(), _viewFrustum.getFarTopLeft(), nearScale), glm::mix(_viewFrustum.getNearTopRight(), _viewFrustum.getFarTopRight(), nearScale),