diff --git a/docs/05 Advanced Lighting/03 Shadows/02 Point Shadows.md b/docs/05 Advanced Lighting/03 Shadows/02 Point Shadows.md index ec3aff4..a12294e 100644 --- a/docs/05 Advanced Lighting/03 Shadows/02 Point Shadows.md +++ b/docs/05 Advanced Lighting/03 Shadows/02 Point Shadows.md @@ -108,7 +108,7 @@ RenderScene(); GLfloat aspect = (GLfloat)SHADOW_WIDTH/(GLfloat)SHADOW_HEIGHT; GLfloat near = 1.0f; GLfloat far = 25.0f; -glm::mat4 shadowProj = glm::perspective(90.0f, aspect, near, far); +glm::mat4 shadowProj = glm::perspective(glm::radians(90.0f), aspect, near, far); ``` 非常重要的一点是,这里glm::perspective的视野参数,设置为90度。90度我们才能保证视野足够大到可以合适地填满立方体贴图的一个面,立方体贴图的所有面都能与其他面在边缘对齐。 @@ -202,7 +202,7 @@ void main() lightDistance = lightDistance / far_plane; // Write this as modified depth - gl_FragDepth = gl_FragCoord.z; + gl_FragDepth = lightDistance; } ``` @@ -476,4 +476,4 @@ PCF算法的结果如果没有变得更好,也是非常不错的,这是柔 - [Shadow Mapping for point light sources in OpenGL](http://www.sunandblackcat.com/tipFullView.php?l=eng&topicid=36):sunandblackcat的万向阴影映射教程。 - [Multipass Shadow Mapping With Point Lights](http://ogldev.atspace.co.uk/www/tutorial43/tutorial43.html):ogldev的万向阴影映射教程。 -- [Omni-directional Shadows](http://www.cg.tuwien.ac.at/~husky/RTR/OmnidirShadows-whyCaps.pdf):Peter Houska的关于万向阴影映射的一组很好的ppt。 \ No newline at end of file +- [Omni-directional Shadows](http://www.cg.tuwien.ac.at/~husky/RTR/OmnidirShadows-whyCaps.pdf):Peter Houska的关于万向阴影映射的一组很好的ppt。