Open Lykdraft opened 3 years ago
Same here. Ugly one t9spot.blend.zip .
Hi, please try to change some of the light's shadow properties such as the Bias
(in the Armory Props
panel in the light properties), with that I get a correct result:
Changing the FOV of the camera (in the debug console) does not change this. @Lykdraft do you have an example file for the original issue?
Setting the Cameras FOV to something quite low to get an acceptable FP look basically disconnects the shadows on meshes in the distance.
Look here:
Near: all ok Far: disconnected (In this example I set the FOV very low, so the disconnect starts very early to make the problem as clear as possible. The "stairs" meshes actually penetrate the wall through the other side, not that you think it's a position issue... ;) )
The wall texture on the wall in the back has other graphical issues as well, (Some black diagonal smear-lines across the whole mesh) Don't know why, but that's probably a different story, also hard to spot as there are grunge textures thrown in across everything as well...)
I also should note that we still have this problem as well: Split-screen using RenderPathCreator.drawMeshes with 2 cameras that do buildProjection. This is mEntents screenshot where he confirmed that problem:
He wanted to take a look at this but never followed through it seems. His guess of the problem (That it worked in the basic suzanne example but not anywhere else) was this: