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Stretch out shadow volume to encompass all avatars.
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@ -2800,6 +2800,10 @@ void Application::updateShadowMap() {
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maxima = glm::max(maxima, points[i]);
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}
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// stretch out our extents in z so that we get all of the avatars
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minima.z -= _viewFrustum.getFarClip() * 0.5f;
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maxima.z += _viewFrustum.getFarClip() * 0.5f;
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// save the combined matrix for rendering
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_shadowMatrix = glm::transpose(glm::translate(0.5f, 0.5f, 0.5f) * glm::scale(0.5f, 0.5f, 0.5f) *
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glm::ortho(minima.x, maxima.x, minima.y, maxima.y, -maxima.z, -minima.z) *
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