forked from blender/blender
me-main #1
@ -409,7 +409,7 @@ void ShadowDirectional::cascade_tilemaps_distribution(Light &light, const Camera
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/* Offset in tiles from the origin to the center of the first tile-maps. */
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/* Offset in tiles from the origin to the center of the first tile-maps. */
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int2 origin_offset = int2(round(float2(near_point) / tile_size));
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int2 origin_offset = int2(round(float2(near_point) / tile_size));
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/* Offset in tiles between the first andlod the last tile-maps. */
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/* Offset in tiles between the first and the last tile-maps. */
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int2 offset_vector = int2(round(farthest_tilemap_center / tile_size));
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int2 offset_vector = int2(round(farthest_tilemap_center / tile_size));
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light.clipmap_base_offset = (offset_vector * (1 << 16)) / max_ii(levels_range.size() - 1, 1);
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light.clipmap_base_offset = (offset_vector * (1 << 16)) / max_ii(levels_range.size() - 1, 1);
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