PSSM fixed!

F*cking f*ck! My PSSM is now ready. It was a pure headache to fix it. Ogre built-in function are great…

Ogre::PSSMShadowCameraSetup* pssmSetup = new Ogre::PSSMShadowCameraSetup();

…but the downside (for me) is tha it makes more difficult to understand how the whole thing works. After hours searching WHY my shadow textures were hidden depending on camera’s angle… I finally get that there were default mechanisms against me…

pssmSetup->setOptimalAdjustFactor(n, 0);

And that was it! Since I needed to use my split point computation… Ogre’s auto adjust was destroying all my efforts 😉


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