From d53c1d60daec386e0c3cc75fc38370c9dcbe377e Mon Sep 17 00:00:00 2001
From: sweber <webers@in.tum.de>
Date: Tue, 27 Oct 2015 11:58:38 +0100
Subject: [PATCH] fix to camera init pos, ShadowMapSize

Change-Id: I8f41329c3e4a56d2e1c80578565d0ec48c046664
---
 gz3d/build/gz3d.js      | 14 +++++++-------
 gz3d/src/gzscene.js     | 11 ++++++-----
 gz3d/src/gzsdfparser.js |  4 ++--
 3 files changed, 15 insertions(+), 14 deletions(-)

diff --git a/gz3d/build/gz3d.js b/gz3d/build/gz3d.js
index 38c6e53..48e52a7 100644
--- a/gz3d/build/gz3d.js
+++ b/gz3d/build/gz3d.js
@@ -5594,7 +5594,7 @@ GZ3D.Scene.prototype.init = function()
 
   // camera
   this.camera = this.viewManager.getViewByName('main_view').camera;
-  this.defaultCameraPosition = new THREE.Vector3(0, -5, 5);
+  this.defaultCameraPosition = new THREE.Vector3(5, 0, 1);
   this.resetView();
 
   // Grid
@@ -6658,8 +6658,8 @@ GZ3D.Scene.prototype.createSpotLight = function(obj, color, intensity,
   lightObj.shadowCameraFar = 50;
   lightObj.shadowCameraFov = (2 * angle / Math.PI) * 180;
 
-  lightObj.shadowMapWidth = 4096;
-  lightObj.shadowMapHeight = 4096;
+  lightObj.shadowMapWidth = 2048;
+  lightObj.shadowMapHeight = 2048;
 
   if (cast_shadows)
   {
@@ -6696,8 +6696,8 @@ GZ3D.Scene.prototype.createDirectionalLight = function(obj, color, intensity,
   var lightObj = new THREE.DirectionalLight(color, intensity);
   lightObj.shadowCameraNear = 0.1;
   lightObj.shadowCameraFar = 50;
-  lightObj.shadowMapWidth = 4094;
-  lightObj.shadowMapHeight = 4094;
+  lightObj.shadowMapWidth = 2048;
+  lightObj.shadowMapHeight = 2048;
   lightObj.shadowCameraVisible = false;
   lightObj.shadowCameraBottom = -10;
   lightObj.shadowCameraLeft = -10;
@@ -8241,8 +8241,8 @@ GZ3D.SdfParser.prototype.spawnLightFromSDF = function(sdfObj)
     lightObj.target.position = target;
     lightObj.shadowCameraNear = 1;
     lightObj.shadowCameraFar = 50;
-    lightObj.shadowMapWidth = 4094;
-    lightObj.shadowMapHeight = 4094;
+    lightObj.shadowMapWidth = 2048;
+    lightObj.shadowMapHeight = 2048;
     lightObj.shadowCameraVisible = false;
     lightObj.shadowCameraBottom = -100;
     lightObj.shadowCameraLeft = -100;
diff --git a/gz3d/src/gzscene.js b/gz3d/src/gzscene.js
index fb41118..ebac0df 100644
--- a/gz3d/src/gzscene.js
+++ b/gz3d/src/gzscene.js
@@ -67,7 +67,7 @@ GZ3D.Scene.prototype.init = function()
 
   // camera
   this.camera = this.viewManager.getViewByName('main_view').camera;
-  this.defaultCameraPosition = new THREE.Vector3(0, -5, 5);
+  this.defaultCameraPosition = new THREE.Vector3(5, 0, 1);
   this.resetView();
 
   // Grid
@@ -1079,6 +1079,7 @@ GZ3D.Scene.prototype.createPointLight = function(obj, color, intensity,
   {
     lightObj.distance = distance;
   }
+
   if (cast_shadows)
   {
     lightObj.castShadow = cast_shadows;
@@ -1131,8 +1132,8 @@ GZ3D.Scene.prototype.createSpotLight = function(obj, color, intensity,
   lightObj.shadowCameraFar = 50;
   lightObj.shadowCameraFov = (2 * angle / Math.PI) * 180;
 
-  lightObj.shadowMapWidth = 4096;
-  lightObj.shadowMapHeight = 4096;
+  lightObj.shadowMapWidth = 2048;
+  lightObj.shadowMapHeight = 2048;
 
   if (cast_shadows)
   {
@@ -1169,8 +1170,8 @@ GZ3D.Scene.prototype.createDirectionalLight = function(obj, color, intensity,
   var lightObj = new THREE.DirectionalLight(color, intensity);
   lightObj.shadowCameraNear = 0.1;
   lightObj.shadowCameraFar = 50;
-  lightObj.shadowMapWidth = 4094;
-  lightObj.shadowMapHeight = 4094;
+  lightObj.shadowMapWidth = 2048;
+  lightObj.shadowMapHeight = 2048;
   lightObj.shadowCameraVisible = false;
   lightObj.shadowCameraBottom = -10;
   lightObj.shadowCameraLeft = -10;
diff --git a/gz3d/src/gzsdfparser.js b/gz3d/src/gzsdfparser.js
index 96d8ed7..51bd232 100644
--- a/gz3d/src/gzsdfparser.js
+++ b/gz3d/src/gzsdfparser.js
@@ -183,8 +183,8 @@ GZ3D.SdfParser.prototype.spawnLightFromSDF = function(sdfObj)
     lightObj.target.position = target;
     lightObj.shadowCameraNear = 1;
     lightObj.shadowCameraFar = 50;
-    lightObj.shadowMapWidth = 4094;
-    lightObj.shadowMapHeight = 4094;
+    lightObj.shadowMapWidth = 2048;
+    lightObj.shadowMapHeight = 2048;
     lightObj.shadowCameraVisible = false;
     lightObj.shadowCameraBottom = -100;
     lightObj.shadowCameraLeft = -100;
-- 
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