Implements the plane optimal shadow camera algorithm.
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#include <OgreShadowCameraSetupPlaneOptimal.h>
Implements the plane optimal shadow camera algorithm.
- Note
- Important: this routine requires double-precision calculations. When you are running under Direct3D, you must ensure that you set the floating point mode to 'Consistent' rather than 'Fastest' to ensure this precision. This does allegedly come with some performance cost but when measuring it appears to be negligible in modern systems for normal usage.
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Second important note: this projection also only works for lights with a finite position. Therefore you cannot use it for directional lights at this time.
◆ PlaneOptimalShadowCameraSetup()
Ogre::PlaneOptimalShadowCameraSetup::PlaneOptimalShadowCameraSetup |
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const MovablePlane * |
plane | ) |
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◆ ~PlaneOptimalShadowCameraSetup()
virtual Ogre::PlaneOptimalShadowCameraSetup::~PlaneOptimalShadowCameraSetup |
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virtual |
◆ create()
Constructor – requires a plane of interest.
◆ getShadowCamera()
virtual void Ogre::PlaneOptimalShadowCameraSetup::getShadowCamera |
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const SceneManager * |
sm, |
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const Camera * |
cam, |
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const Viewport * |
vp, |
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const Light * |
light, |
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Camera * |
texCam, |
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size_t |
iteration |
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) |
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virtual |
Returns shadow camera configured to get 1-1 homography between screen and shadow map when restricted to plane.
Implements Ogre::ShadowCameraSetup.
The documentation for this class was generated from the following file: