I have set the appropriate meshes to have .castShadow and/or .recieveShadow to be true/false and checked at the shadow camera. The shadow camera covers part of the map for now, but even the parts covered by shadowCamera don’t render a shadow.
Here is the part of the code where I create shadows:
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
const pointLight = new THREE.PointLight(0xffffff, 0.6);
pointLight.position.set(0, 10, 4);
pointLight.castShadow = true;
scene.add(pointLight);
const helper = new THREE.CameraHelper(pointLight.shadow.camera);
scene.add(helper);
And the script.js where this code comes from:
script.js (46.5 KB)
The castShadow/recieveShadow are set in the initializeFloor() and createWalls() functions.
What is wrong with my code? Since I don’t see any deviation from the examples in the three.js website…