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MinZ/MaxZ is calculated based on the player perspective, but if the resulting min/max is between -1 and 0, then the operation makes the orthogonal matrix smaller than player visible area, resulting in missing shadows, only on specific view angles + positions, as resulting frustum corner has to be (-1,0).
The text was updated successfully, but these errors were encountered:
In the following part of the example:
LearnOpenGL/src/8.guest/2021/2.csm/shadow_mapping.cpp
Line 703 in a545a70
MinZ/MaxZ is calculated based on the player perspective, but if the resulting min/max is between -1 and 0, then the operation makes the orthogonal matrix smaller than player visible area, resulting in missing shadows, only on specific view angles + positions, as resulting frustum corner has to be (-1,0).
The text was updated successfully, but these errors were encountered: