virtualx-engine/servers/visual
lawnjelly 46a04d160e Tighter shadow culling - fix light colinear to frustum edge
In rare situations if a light is placed near colinear to a frustum edge, the extra culling plane derived can have an inaccurate normal due to floating point error.
This PR detects colinear triangles, and prevents adding a culling plane in this situation.
2024-04-09 07:25:35 +01:00
..
portals Portals - include in bound and special cases in start room 2024-01-31 09:22:33 +00:00
rasterizer.cpp
rasterizer.h
SCsub
shader_language.cpp Prevent shuffling custom shader functions (shader cache requires determinism) 2024-01-03 13:12:48 +01:00
shader_language.h Prevent shuffling custom shader functions (shader cache requires determinism) 2024-01-03 13:12:48 +01:00
shader_types.cpp
shader_types.h
visual_server_canvas.cpp Physics Interpolation 2D - change transform API to use const ref 2024-03-16 16:50:47 +00:00
visual_server_canvas.h Physics Interpolation 2D - change transform API to use const ref 2024-03-16 16:50:47 +00:00
visual_server_canvas_helper.cpp
visual_server_canvas_helper.h
visual_server_constants.h
visual_server_globals.cpp
visual_server_globals.h
visual_server_light_culler.cpp Tighter shadow culling - fix light colinear to frustum edge 2024-04-09 07:25:35 +01:00
visual_server_light_culler.h Tighter shadow culling - fix light colinear to frustum edge 2024-04-09 07:25:35 +01:00
visual_server_raster.cpp
visual_server_raster.h Physics Interpolation 2D - change transform API to use const ref 2024-03-16 16:50:47 +00:00
visual_server_scene.cpp Discrete Level of Detail 2024-02-10 18:54:25 +00:00
visual_server_scene.h Discrete Level of Detail 2024-02-10 18:54:25 +00:00
visual_server_viewport.cpp
visual_server_viewport.h
visual_server_wrap_mt.cpp
visual_server_wrap_mt.h Physics Interpolation 2D - change transform API to use const ref 2024-03-16 16:50:47 +00:00