Sets the surprising row-major conventions used here straight.
Renames rotateVect to rotateAndScaleVect:
If the matrix also scales, that is applied as well by the method.
Obsolete rotateVect variants are removed.
The inverseRotateVect method is also renamed accordingly.
Note that this applies the transpose of the product
of the scale and rotation matrices, which inverts just the rotation.
Reduces stutter and freezes when playing.
* Maintains double SM and SM Color textures
* Light frustum update triggers incremental generation of shadow map into secondary 'future' textures.
* Every incremental update renders a portion of the shadow draw list (split equally).
* After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen.
Co-authored-by: sfan5 <sfan5@live.de>
* Adjust minimum filter radius for perspective
* Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp
* Read shadow_soft_radius setting as float
* Use adaptive filter radius to accomodate for PSM distortion
* Adjust filter radius for texture resolution