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 09:13:05 +01:00
parent da5714ad6e
commit a76243a549

View file

@ -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