Tighter light culling - fix directional lights colinear case

Exactly the same fix as done already for non-directional lights.
This commit is contained in:
lawnjelly 2024-05-10 09:05:49 +01:00
parent 2a347ab867
commit b09bc22b74

View file

@ -227,10 +227,12 @@ bool VisualServerLightCuller::add_light_camera_planes_directional(const LightSou
// Create a third point from the light direction.
Vector3 pt2 = pt0 - p_light_source.dir;
if (!_is_colinear_tri(pt0, pt1, pt2)) {
// Create plane from 3 points.
Plane p(pt0, pt1, pt2);
add_cull_plane(p);
}
}
// Last to 0 edge.
if (n_edges) {
@ -243,10 +245,12 @@ bool VisualServerLightCuller::add_light_camera_planes_directional(const LightSou
// Create a third point from the light direction.
Vector3 pt2 = pt0 - p_light_source.dir;
if (!_is_colinear_tri(pt0, pt1, pt2)) {
// Create plane from 3 points.
Plane p(pt0, pt1, pt2);
add_cull_plane(p);
}
}
#ifdef LIGHT_CULLER_DEBUG_LOGGING
if (is_logging()) {