Fixed a crash when loading OSM buildings with shadows enabled #9172
+3
−4
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Fixes #9137
This bug was exposed by the sandcastle in #9137 in which a single 3D Tiles command was behind the camera and caused
shadowNear
andshadowFar
to both equal the camera's near distance, creating a zero-sized frustum and a divide-by-zero crash when computing cascade splits. The fix was to enforce shadow far always being greater than shadow near inShadowMap
.