I looked through relevant shadow classes, but couldn’t really find something that makes shadows to disappear, but one thing in the NearDirectionalShadowMapper class:
_mtx.copyFrom(_light.inverseSceneTransform);
_mtx.prepend(viewCamera.sceneTransform);
_mtx.transformVectors(viewCamera.lens.frustumCorners, _localFrustum);
i = 0;
j = 12;
while (i < 12) {
xN = _localFrustum[i++];
yN = _localFrustum[i++];
zN = _localFrustum[i++];
x2 = _localFrustum[j++] - xN;
y2 = _localFrustum[j++] - yN;
zF = _localFrustum[j++];
xF = xN + x2*_coverageRatio;
yF = yN + y2*_coverageRatio;
if (xN < minX) minX = xN;
if (xN > maxX) maxX = xN;
if (yN < minY) minY = yN;
if (yN > maxY) maxY = yN;
if (zN < minZ) minZ = zN;
if (zN > maxZ) maxZ = zN;
if (xF < minX) minX = xF;
if (xF > maxX) maxX = xF;
if (yF < minY) minY = yF;
if (yF > maxY) maxY = yF;
if (zF < minZ) minZ = zF;
if (zF > maxZ) maxZ = zF;
Tried to do something with this, but no luck so far =/ (Though I’m not too handy with that kind of things)
Could someone please give me a hint how to fix that bug or some thoughts about what classes to look for?