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Don't bother multiplying a matrix by its inverse and applying that to the light direction.
Hopefully this will improve numerical stability and reduce shadow flicker a little.
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@ -474,7 +474,7 @@ void MWShadowTechnique::LightData::setLightData(osg::RefMatrix* lm, const osg::L
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lightDir.set(-lightPos.x(), -lightPos.y(), -lightPos.z());
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lightDir.set(-lightPos.x(), -lightPos.y(), -lightPos.z());
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lightDir.normalize();
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lightDir.normalize();
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OSG_INFO<<" Directional light, lightPos="<<lightPos<<", lightDir="<<lightDir<<std::endl;
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OSG_INFO<<" Directional light, lightPos="<<lightPos<<", lightDir="<<lightDir<<std::endl;
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if (lightMatrix.valid())
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if (lightMatrix.valid() && *lightMatrix != osg::Matrixf(modelViewMatrix))
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{
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{
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OSG_INFO<<" Light matrix "<<*lightMatrix<<std::endl;
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OSG_INFO<<" Light matrix "<<*lightMatrix<<std::endl;
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osg::Matrix lightToLocalMatrix(*lightMatrix * osg::Matrix::inverse(modelViewMatrix) );
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osg::Matrix lightToLocalMatrix(*lightMatrix * osg::Matrix::inverse(modelViewMatrix) );
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