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The AnalyticLightNode should test the scene camera layers property instead of the current shadow camera layers property (light.shadow.camera.layers in _renderScene).
We could introduce a renderer._cameraLayersOverride property or a getter/setter just like _renderObjectFunction (the latter being overkill in my opinion).
The main issue I currently have is that in updateShadow, if we use frame.camera as the reference and there are multiple lights casting shadows in the scene, the next value of frame.camera won't be the actual camera of the scene anymore but the previous Orthographic shadow camera from the previous light.
Description
The
AnalyticLightNode
should test the scene camera layers property instead of the current shadow camera layers property (light.shadow.camera.layers
in_renderScene
).We could introduce a
renderer._cameraLayersOverride
property or a getter/setter just like_renderObjectFunction
(the latter being overkill in my opinion).The main issue I currently have is that in updateShadow, if we use
frame.camera
as the reference and there are multiple lights casting shadows in the scene, the next value offrame.camera
won't be the actual camera of the scene anymore but the previous Orthographic shadow camera from the previous light./cc @sunag
Reproduction steps
in
webgpu_shadowmap.html
addcamera.layers.enableAll()
, thenpillar1.layers.set( 2 );
and no shadow pillar will be visible in the scene as it should.Version
r164
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