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authorlawnjelly <lawnjelly@gmail.com>2024-05-18 14:14:27 +0100
committerlawnjelly <lawnjelly@gmail.com>2024-05-18 14:14:27 +0100
commit512b0f16a3fcd3f9e8325928c70361dcc6b6ea76 (patch)
treef29cfe0bd3988983c86522e32b9a2dd44c518764 /servers
parentbd2300d77a6008167043f23fd91bcc562cde0a19 (diff)
downloadredot-engine-512b0f16a3fcd3f9e8325928c70361dcc6b6ea76.tar.gz
Tight shadow culling - increase epsilon to prevent flickering
Near colinear triangles were still causing inaccuracy in culling planes, so the threshold for colinearity is bumped up.
Diffstat (limited to 'servers')
-rw-r--r--servers/rendering/rendering_light_culler.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/rendering_light_culler.h b/servers/rendering/rendering_light_culler.h
index 0bf975430b..b0437d2310 100644
--- a/servers/rendering/rendering_light_culler.h
+++ b/servers/rendering/rendering_light_culler.h
@@ -181,14 +181,14 @@ private:
}
// Prevent divide by zero.
- if (lc > 0.00001f) {
+ if (lc > 0.001f) {
// If the summed length of the smaller two
// sides is close to the length of the longest side,
// the points are colinear, and the triangle is near degenerate.
float ld = ((la + lb) - lc) / lc;
// ld will be close to zero for colinear tris.
- return ld < 0.00001f;
+ return ld < 0.001f;
}
// Don't create planes from tiny triangles,