diff --git a/src/client/shadows/dynamicshadows.cpp b/src/client/shadows/dynamicshadows.cpp index 0c7eea0e7..6ef5a4f1d 100644 --- a/src/client/shadows/dynamicshadows.cpp +++ b/src/client/shadows/dynamicshadows.cpp @@ -65,24 +65,7 @@ void DirectionalLight::createSplitMatrices(const Camera *cam) // boundVec.getLength(); float vvolume = radius * 2.0f; - float texelsPerUnit = getMapResolution() / vvolume; - m4f mTexelScaling; - mTexelScaling.setScale(texelsPerUnit); - - m4f mLookAt, mLookAtInv; - - mLookAt.buildCameraLookAtMatrixLH(v3f(0.0f, 0.0f, 0.0f), -direction, v3f(0.0f, 1.0f, 0.0f)); - - mLookAt *= mTexelScaling; - mLookAtInv = mLookAt; - mLookAtInv.makeInverse(); - v3f frustumCenter = newCenter; - mLookAt.transformVect(frustumCenter); - frustumCenter.X = floorf(frustumCenter.X); // clamp to texel increment - frustumCenter.Y = floorf(frustumCenter.Y); // clamp to texel increment - frustumCenter.Z = floorf(frustumCenter.Z); - mLookAtInv.transformVect(frustumCenter); // probar radius multipliacdor en funcion del I, a menor I mas multiplicador v3f eye_displacement = direction * vvolume;