diff --git a/Engine/source/lighting/shadowMap/lightShadowMap.cpp b/Engine/source/lighting/shadowMap/lightShadowMap.cpp index 3ca9a19dc..798d03f2e 100644 --- a/Engine/source/lighting/shadowMap/lightShadowMap.cpp +++ b/Engine/source/lighting/shadowMap/lightShadowMap.cpp @@ -585,7 +585,7 @@ void ShadowMapParams::_validate() // We apply the hardware specific limits during // shadow rendering. // - U32 maxTexSize = 4096; + U32 maxTexSize = 8192; if ( mLight->getType() == LightInfo::Vector ) { @@ -595,15 +595,16 @@ void ShadowMapParams::_validate() // based on the split count to keep the total // shadow texture size within 4096. if ( numSplits == 2 || numSplits == 4 ) - maxTexSize = 4096; + maxTexSize = 8192; if ( numSplits == 3 ) - maxTexSize = 2048; + maxTexSize = 4096; } else numSplits = 1; // Keep it in a valid range... less than 32 is dumb. texSize = mClamp( texSize, 32, maxTexSize ); + shadowDistance = mClamp(shadowDistance, 25.0f, 10000.0f); } LightShadowMap* ShadowMapParams::getOrCreateShadowMap()