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Correct normal bias for entities
Remove use of magic constants. Apply cameraOffset Calculate distance projected on SM plane
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@@ -58,15 +58,13 @@ void DirectionalLight::createSplitMatrices(const Camera *cam)
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const v3f &viewUp = cam->getCameraNode()->getUpVector();
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v3f viewRight = look.crossProduct(viewUp);
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v3f farCorner = look + viewRight * tanFovX + viewUp * tanFovY;
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v3f farCorner = (look + viewRight * tanFovX + viewUp * tanFovY).normalize();
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// Compute the frustumBoundingSphere radius
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v3f boundVec = (camPos + farCorner * sfFar) - newCenter;
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radius = boundVec.getLength() * 2.0f;
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radius = boundVec.getLength();
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// boundVec.getLength();
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float vvolume = radius * 2.0f;
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float vvolume = radius;
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v3f frustumCenter = newCenter;
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// probar radius multipliacdor en funcion del I, a menor I mas multiplicador
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v3f eye_displacement = direction * vvolume;
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// we must compute the viewmat with the position - the camera offset
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