| 47 | } |
| 48 | |
| 49 | private _updateShadowCamera(): void { |
| 50 | if (!this._shadowCameraDirty) { |
| 51 | return; |
| 52 | } |
| 53 | this._shadowCameraDirty = false; |
| 54 | |
| 55 | this._light.shadow.camera.near = 1; |
| 56 | this._light.shadow.camera.far = this._distanceFromCamera + 10000; |
| 57 | this._light.shadow.camera.right = this._frustumSize / 2; |
| 58 | this._light.shadow.camera.left = -this._frustumSize / 2; |
| 59 | this._light.shadow.camera.top = this._frustumSize / 2; |
| 60 | this._light.shadow.camera.bottom = -this._frustumSize / 2; |
| 61 | } |
| 62 | |
| 63 | private _updateShadowMapSize(): void { |
| 64 | if (!this._shadowMapDirty) { |