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path: root/servers/rendering/rendering_light_culler.cpp
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* Tighter light culling - fix directional lights colinear caselawnjelly2024-05-101-6/+10
| | | | Exactly the same fix as done already for non-directional lights.
* Tighter shadow culling - fix light colinear to frustum edgelawnjelly2024-03-201-6/+12
| | | | | 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.
* Disable all 3D nodes, physics, and resources when compiling without 3DAaron Franke2024-03-111-1/+0
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* Fix various typos with codespellRémi Verschelde2024-02-071-2/+2
| | | | | | | | | | | Using 2.2.7.dev115+g0eb441d6. Had to add `cancelled` to the ignore list, as it's a Wayland signal which we're handling in our code, so we don't want codespell to fix that "typo". Also includes the typo fix from #87927. Co-authored-by: Divyanshu Shekhar <61140213+divshekhar@users.noreply.github.com>
* Shadow volume culling and tighter shadow caster cullinglawnjelly2024-01-301-0/+1125
Existing shadow caster culling takes no account of the camera. This PR adds the highly encapsulated class RenderingLightCuller which can cut down the casters in the shadow volume to only those which can cast shadows on the camera frustum.