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audio subsystem: openal emitter, minor audio fixes
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@@ -696,9 +696,10 @@ opengl_renderer::setup_pass( renderpass_config &Config, rendermode const Mode, f
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point = lightviewmatrix * point;
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}
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bounding_box( frustumchunkmin, frustumchunkmax, std::begin( frustumchunkshapepoints ), std::end( frustumchunkshapepoints ) );
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// quantize the frustum points with 50 m resolution, to reduce shadow shimmer on scale/orientation changes
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frustumchunkmin = 50.f * glm::floor( frustumchunkmin * ( 1.f / 50.f ) );
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frustumchunkmax = 50.f * glm::ceil( frustumchunkmax * ( 1.f / 50.f ) );
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// quantize the frustum points and add some padding, to reduce shadow shimmer on scale changes
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auto const quantizationstep{ std::min( Global::shadowtune.depth, 50.f ) };
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frustumchunkmin = quantizationstep * glm::floor( frustumchunkmin * ( 1.f / quantizationstep ) );
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frustumchunkmax = quantizationstep * glm::ceil( frustumchunkmax * ( 1.f / quantizationstep ) );
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// ...use the dimensions to set up light projection boundaries...
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// NOTE: since we only have one cascade map stage, we extend the chunk forward/back to catch areas normally covered by other stages
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camera.projection() *=
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