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authorDmitry Kostenko <codeforsmile@gmail.com>2022-04-02 10:39:43 +0200
committerDmitry Kostenko <codeforsmile@gmail.com>2022-04-02 10:39:43 +0200
commit26c046a563f686f9309055f5d566a92d436eed7e (patch)
treed5bd85a4b7d2ac9099fe622c863cab3e63c7760c
parentcf650fcaac33af2c60af3880f9b28358e30d75a4 (diff)
downloadhax-minetest-server-26c046a563f686f9309055f5d566a92d436eed7e.tar.gz
hax-minetest-server-26c046a563f686f9309055f5d566a92d436eed7e.zip
Increase the ratio between shadow range and viewing range
Diffstat (limited to '')
-rw-r--r--src/client/shadows/dynamicshadows.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/client/shadows/dynamicshadows.cpp b/src/client/shadows/dynamicshadows.cpp
index 2995ec205..ddec3a5d5 100644
--- a/src/client/shadows/dynamicshadows.cpp
+++ b/src/client/shadows/dynamicshadows.cpp
@@ -94,7 +94,7 @@ void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool fo
float zNear = cam->getCameraNode()->getNearValue();
float zFar = getMaxFarValue();
if (!client->getEnv().getClientMap().getControl().range_all)
- zFar = MYMIN(zFar, client->getEnv().getClientMap().getControl().wanted_range * BS);
+ zFar = MYMIN(zFar, client->getEnv().getClientMap().getControl().wanted_range * BS * 1.5);
///////////////////////////////////
// update splits near and fars