- decreased default infinity value from 10000.0f to 1000.0f.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4327 dfc29bdd-3216-0410-991c-e03cc46cb475master
parent
40933b9ef6
commit
b6f902f13f
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@ -255,7 +255,7 @@ int main()
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anode->setAnimationSpeed(15);
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// add shadow
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anode->addShadowVolumeSceneNode(0, -1, true, 400.0f); // workaround for infinity matrix problem
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anode->addShadowVolumeSceneNode();
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smgr->setShadowColor(video::SColor(150,0,0,0));
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// make the model a little bit bigger and normalize its normals
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@ -98,12 +98,14 @@ namespace scene
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\param zfailmethod: If set to true, the shadow will use the
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zfail method, if not, zpass is used.
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\param infinity: Value used by the shadow volume algorithm to
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scale the shadow volume.
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scale the shadow volume (for zfail shadow volume we support only
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finite shadows, so camera zfar must be larger than shadow back cap,
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which is depend on infinity parameter).
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\return Pointer to the created shadow scene node. This pointer
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should not be dropped. See IReferenceCounted::drop() for more
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information. */
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virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh=0,
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s32 id=-1, bool zfailmethod=true, f32 infinity=10000.0f) = 0;
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s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f) = 0;
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//! Get a pointer to a joint in the mesh (if the mesh is a bone based mesh).
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@ -79,7 +79,7 @@ namespace scene
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//! Creates shadow volume scene node as child of this node
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//! and returns a pointer to it.
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virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh,
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s32 id, bool zfailmethod=true, f32 infinity=10000.0f);
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s32 id, bool zfailmethod=true, f32 infinity=1000.0f);
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//! Returns a pointer to a child node, which has the same transformation as
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//! the corrsesponding joint, if the mesh in this scene node is a skinned mesh.
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