mirror of
https://github.com/godotengine/godot
synced 2024-09-05 11:58:37 +00:00
Tighter light culling - fix directional lights colinear case
Exactly the same fix as done already for non-directional lights.
This commit is contained in:
parent
da5714ad6e
commit
a76243a549
|
@ -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
|
||||
|
|
Loading…
Reference in a new issue