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Are you running it on Android?
Does it happen on the PC also?
Does it happen only with animated models?
Can you please provide a test case, so we can take a look?
Regards
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To me it almost looks like shadows dont work with morph targets in general?
Does not seem like a super rare use case, but i have never used it to i cannot say it works.
If you already got the engine forked, could you try changing
#ifdef NUM_MORPH_TARGETS
Morph_Compute(modelSpacePos, modelSpaceNorm);
#endif
to
#ifdef NUM_MORPH_TARGETS
Morph_Compute(modelSpacePos);
#endif
in jme3-core Common/MatDefs/Shadow/PreShadow.vert ? Or alternatively add the inNormal attrib and read it in like vec3 modelSpaceNorm = inNormal;
right before the ifdef (or inside it but before the call using the modelSpaceNorm)
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