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WebGLShadowmap: Handle TwoPassDoubleSide
case
#25221
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In light of this PR, does this code block need to be changed? three.js/src/renderers/webgl/WebGLShadowMap.js Lines 280 to 288 in f296f21
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With a quick look - it seems like it should be okay? The renderer falls back to using DoubleSided renderering with non transparent materials. But maybe it's worth being explicit? three.js/src/renderers/WebGLRenderer.js Lines 831 to 847 in 87223b8
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@@ -28,7 +28,7 @@ function WebGLShadowMap( _renderer, _objects, _capabilities ) { | |||
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_maxTextureSize = _capabilities.maxTextureSize; | |||
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const shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide }; | |||
const shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide, 3: DoubleSide }; |
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Shouldn't we do { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, ... }
here?
Rephrasing my question... Is VSM handled correctly given three.js/src/renderers/webgl/WebGLShadowMap.js Lines 280 to 288 in f296f21
FYI, see related comment. |
What I'm saying is that the render behavior for shadows with |
Thanks, @gkjohnson for your reply. I still am not a fan this design, but the code needs to be fixed, so merging. |
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