- Timestamp:
- 09/12/08 18:38:30 (16 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/ShadowMapping.cpp
r2937 r2938 234 234 //-- first find the free parameter values n, and P (the projection center), and the projection depth 235 235 236 //const float n = 1e2f; 236 237 const float n = 1e2f; 237 //const float n = 1e6f;238 238 //const float n = ComputeN(bounds_ls) * 100; 239 239 … … 278 278 Matrix4x4 matLispSM; 279 279 280 matLispSM = GetFrustum(-1.0, 1.0, -1.0, 1.0, n, n + d );280 matLispSM = GetFrustum(-1.0, 1.0, -1.0, 1.0, n, n + d * 1e10f); 281 281 282 282 //cout << "lispsm\n" << matLispSM << endl; … … 439 439 //calculate a frame matrix that uses the projViewDir[lightspace] as up vector 440 440 //look(from position, into the direction of the projected direction, with unchanged up-vector) 441 const Matrix4x4 frame = MyLookAt2(Vector3::ZERO(), projViewDir, Vector3::UNIT_Y());442 //const Matrix4x4 frame = MyLookAt(Vector3::ZERO(),projViewDir, Vector3::UNIT_Y());441 //const Matrix4x4 frame = MyLookAt2(Vector3::ZERO(), projViewDir, Vector3::UNIT_Y()); 442 const Matrix4x4 frame = MyLookAt2(Vector3::ZERO(), -projViewDir, Vector3::UNIT_Y()); 443 443 444 444 cout << "frame\n " << frame << endl; … … 447 447 cout << "here9\n" << lightProj << endl; 448 448 449 Matrix4x4 refl2 = ScaleMatrix(-1, -1, 1);450 lightProj = refl2 * lightProj;449 //Matrix4x4 refl2 = ScaleMatrix(-1, -1, 1); 450 //lightProj = refl2 * lightProj; 451 451 452 452 const Matrix4x4 matLispSM =
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