Comments (5)
I'm 99.999% certain the depth buffer is being cleared. This is either a precision issue or some place where distanceToViewPosition is being used instead of viewSpaceZ or vice versa.
from engine.
Fixed in 3e4f3b9
from engine.
Most of problems are fixed indeed, except one:
- Red spot light has low range, and drops nearly no shadows, increasing range makes shadows to appear.
Spot light still get better precision with increased range (which should opposite just as for point light), so that particular bug has been missed.
Or I assume it hasn't been deployed yet playcanvas.com?
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So it's very hard to discern the problem by looking at that demo. However, a pixel's RGB is: Ambient contribution + spot contribution. If you have the pixel in shadow, the result is: Ambient contribution. So if the spot contribution is very small, it will be hard to see the shadows. This is what I would expect. And for spots with a small range, the rapid attenuation over a short distance will mean that shadows will be hard to see.
from engine.
Spot Light Precision issue.
Issue: lower range - worse precision.
Should be: lower range - higher precision.
http://playcanvas.com/max/shadow-culling/designer/pack/49982d82-9be2-11e4-a815-12313b0a5ec6
Point light with no cast_shadow
flag with geometry close to far_clip of depth camera.
http://playcanvas.com/max/shadow-culling/designer/pack/6d1b4380-9be1-11e4-b6ff-12313b0a5ec6
Issue: low range with some geometry at the end of range, with geometry between that has no cast_shadows
flag, will render artefacts and shadows where should no be any shadows.
That is issue from above for green/yellow light.
Please fork project to play with packs, and do not modify packs specified above to keep demos with issues as test case.
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