I found that different types of light have different geometries I suppose for light optimization ?
so, spot light have this geometry
file: Renderer.cpp
line: 150
static const float spotLightVertexData[] =
{
0.00001f, 0.00001f, 0.00001f,
0.00001f, -0.00001f, 0.00001f,
-0.00001f, -0.00001f, 0.00001f,
-0.00001f, 0.00001f, 0.00001f,
1.00000f, 1.00000f, 0.99999f,
1.00000f, -1.00000f, 0.99999f,
-1.00000f, -1.00000f, 0.99999f,
-1.00000f, 1.00000f, 0.99999f,
};
Is this some kind of frustum geometry ?
and if it are frustum, is area light must have cube default geometry in similar case ?
Edit:
I made this changes for this light geometry, I guessing what I’m right )
static const float areaLightVertexData[] =
{
1.00000f, 1.00000f, 0.00001f,
1.00000f, -1.00000f, 0.00001f,
-1.00000f, -1.00000f, 0.00001f,
-1.00001f, 1.00000f, 0.00001f,
1.00000f, 1.00000f, 0.99999f,
1.00000f, -1.00000f, 0.99999f,
-1.00000f, -1.00000f, 0.99999f,
-1.00000f, 1.00000f, 0.99999f,
};