To fix this, in CShadowVolumeSceneNode.cpp, setMeshToRenderFrom() needs a small addition:
Code: Select all
if (dl.CastShadows &&
fabs((lpos - parentpos).getLengthSQ()) <= (dl.Radius*dl.Radius*4.0f))
{
//needs a fix for directional lights
if (dl.Type==video::ELT_DIRECTIONAL) lpos *= -dl.Radius; //add