From a76243a54963910f5d172fe1a4f6b320dba69db1 Mon Sep 17 00:00:00 2001 From: lawnjelly Date: Fri, 10 May 2024 09:13:05 +0100 Subject: [PATCH] Tighter light culling - fix directional lights colinear case Exactly the same fix as done already for non-directional lights. --- servers/rendering/rendering_light_culler.cpp | 16 ++++++++++------ 1 file changed, 10 insertions(+), 6 deletions(-) diff --git a/servers/rendering/rendering_light_culler.cpp b/servers/rendering/rendering_light_culler.cpp index 0889898f0b6..8dc2d85bdf8 100644 --- a/servers/rendering/rendering_light_culler.cpp +++ b/servers/rendering/rendering_light_culler.cpp @@ -279,9 +279,11 @@ bool RenderingLightCuller::add_light_camera_planes_directional(LightCullPlanes & // Create a third point from the light direction. Vector3 pt2 = pt0 - p_light_source.dir; - // Create plane from 3 points. - Plane p(pt0, pt1, pt2); - r_cull_planes.add_cull_plane(p); + if (!_is_colinear_tri(pt0, pt1, pt2)) { + // Create plane from 3 points. + Plane p(pt0, pt1, pt2); + r_cull_planes.add_cull_plane(p); + } } // Last to 0 edge. @@ -295,9 +297,11 @@ bool RenderingLightCuller::add_light_camera_planes_directional(LightCullPlanes & // Create a third point from the light direction. Vector3 pt2 = pt0 - p_light_source.dir; - // Create plane from 3 points. - Plane p(pt0, pt1, pt2); - r_cull_planes.add_cull_plane(p); + if (!_is_colinear_tri(pt0, pt1, pt2)) { + // Create plane from 3 points. + Plane p(pt0, pt1, pt2); + r_cull_planes.add_cull_plane(p); + } } #ifdef LIGHT_CULLER_DEBUG_LOGGING