Better commenting and readability fixes

This commit is contained in:
Michael Riegger
2021-05-04 10:38:21 -07:00
parent b5d62b9cf6
commit a2d2a37220
2 changed files with 11 additions and 7 deletions
@@ -201,7 +201,7 @@ namespace AZ
for (int i = 0; i < PointLightData::NumShadowFaces; ++i)
{
ShadowId shadowId = ShadowId(light.m_shadowIndices[i]);
if (shadowId.IsValid() && enabled == false)
if (shadowId.IsValid() && !enabled)
{
// Disable shadows
m_shadowFeatureProcessor->ReleaseShadow(shadowId);
@@ -209,7 +209,7 @@ namespace AZ
light.m_shadowIndices[i] = shadowId.GetIndex();
m_deviceBufferNeedsUpdate = true;
}
else if (shadowId.IsNull() && enabled == true)
else if (shadowId.IsNull() && enabled)
{
// Enable shadows
light.m_shadowIndices[i] = m_shadowFeatureProcessor->AcquireShadow().GetIndex();
@@ -244,7 +244,8 @@ namespace AZ
}
ProjectedShadowFeatureProcessorInterface::ProjectedShadowDescriptor desc = m_shadowFeatureProcessor->GetShadowProperties(shadowId);
desc.m_fieldOfViewYRadians = DegToRad(91.0f); // Make it slightly larger than 90 degrees to avoid artifacts on the boundary between 2 cubemap faces
// Make it slightly larger than 90 degrees to avoid artifacts on the boundary between 2 cubemap faces
desc.m_fieldOfViewYRadians = DegToRad(91.0f);
desc.m_transform = m_pointShadowTransforms[i];
desc.m_transform.SetTranslation(pointLight.m_position[0], pointLight.m_position[1], pointLight.m_position[2]);
desc.m_aspectRatio = 1.0f;