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Directional light shadows are cut off #179

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PJB3005 opened this issue Mar 10, 2025 · 0 comments · Fixed by #181
Closed

Directional light shadows are cut off #179

PJB3005 opened this issue Mar 10, 2025 · 0 comments · Fixed by #181

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@PJB3005
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PJB3005 commented Mar 10, 2025

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Shadows are cut off, and this cutoff is inconsistent between eyes.

To test, replace the light spawn in the 3d_scene example with a directional light:

    commands.spawn((
        DirectionalLight {
            illuminance: 16_000.0, // sunny.
            shadows_enabled: true,
            ..Default::default()
        },
        Transform::from_xyz(4.0, 8.0, 4.0).looking_at(Vec3::ZERO, Dir3::Y),
    ));
PJB3005 added a commit to PJB3005/bevy_oxr that referenced this issue Mar 11, 2025
…perly

XrProjection now stores the FOV parameters instead of the full projection matrix. Calculation of the projection matrix has been moved to camera.rs

Fixes awtterpip#179
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