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Ensure near plane doesn't go past far plane when there are no shadow receivers
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@ -645,6 +645,7 @@ MWShadowTechnique::Frustum::Frustum(osgUtil::CullVisitor* cv, double minZNear, d
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osg::Matrix::value_type zNear = osg::maximum<osg::Matrix::value_type>(cv->getCalculatedNearPlane(),minZNear);
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osg::Matrix::value_type zNear = osg::maximum<osg::Matrix::value_type>(cv->getCalculatedNearPlane(),minZNear);
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osg::Matrix::value_type zFar = osg::minimum<osg::Matrix::value_type>(cv->getCalculatedFarPlane(),maxZFar);
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osg::Matrix::value_type zFar = osg::minimum<osg::Matrix::value_type>(cv->getCalculatedFarPlane(),maxZFar);
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zNear = std::min(zNear, zFar);
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cv->clampProjectionMatrix(projectionMatrix, zNear, zFar);
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cv->clampProjectionMatrix(projectionMatrix, zNear, zFar);
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