Comments (4)
Reconsidering the issue. I understand now that a transparent surface is expected when no light hits the surface.
from three.js.
SpotLight
works as expected so let's consider this as a bug in PointLight
(specifically getPointShadow()
).
Maybe this can be fixed by implementing a similar frustum test in getPointShadow()
like in getShadow()
🤔 .
from three.js.
The following exported application can be used to reproduce the issue. Just drag'n'drop it into the editor: app.json
Initially, the point light has a distance of 5
which looks like so:
If you increase it to 10
, you get:
from three.js.
Thank you! For a moment I was shocked ^^"
Do you have a feeling where this issue is coming from and how I can workaround that? Maybe don't rely on ShadowMaterial or smth?
I feel like for any other material the behaviour would have been expected, but not for ShadowMaterials? I have tried to find the shader code or smth itself but unfortunately couldn't find it.
from three.js.
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