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1

The bug quite likely comes from angleAxis requiring a normalized vector (see quaternion.inl in the source code). You need to call normalize() on the cross product result. (you might be interested in my article about creating a quaternion from two vectors without using trigonometry functions)


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historically billboards matrix just copy the camera view matrix, and replace the last row with their own world position. the scale can be world-fixed if you want trees or hard stuff. But it can also be screen-fixed for halo effects, in which case you need to scale using the euclidian distance. this can be done in the vertex shader rather than on CPU as an ...


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Okay. Seems like you just want a single light-camera. But there are many different approaches. Like using multiple frustum splits (which means multiple light-cameras), which is called "Cascaded Shadow Mapping". Even the way you construct the frustum of your light-camera to encompass the main camera's frustum can be done in various ways. First some useful ...



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