Hi.
Before, I had a simple model, for example a cube, with a png texture material with some transparent parts. This texture was totally rendered on the cube, as both scaleU and scaleV were 1. With this setup, the cube’s shadow was correctly rendered on the floor, showing the shape of the non transparent parts.
Later on, I decided to add a png spritesheet as the texture material, and scale the UVs correctly in order to show only 1 frame and use the UV offsets to show the correct frame at the correct time.
The problem I’m facing is that in the second setup, the shadow that is rendered to the floor is the whole spritesheet, and not the frame that is being shown.. Is this a bug or am I missing anything?
Please note that the model is correctly showing the correct frame, only the shadow is failing.
I also forgot to mention that I’m using a dynamic shadow, using a SoftShadowMapMethod on the floor’s material, with a directional light. I also tried with the TripleFilteredShadowMapMethod, but got the same results..
Best regards,
Rjgtav