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authorskal <pascal.massimino@gmail.com>2026-02-02 17:34:03 +0100
committerskal <pascal.massimino@gmail.com>2026-02-02 17:34:03 +0100
commit4eb0a67ad12fdd8c82d7cbc37991b6977cb86568 (patch)
tree711906bed69332a599c172fae16a81c73b2b9925 /src/3d/renderer.cc
parent1971b20ebca35bc8dbe24902dd5749413b43ff1b (diff)
fix(3d): Distinguish floor grid from object textures
- Switched floor back to PLANE type in test_3d_render. - Updated fragment shader to apply grid pattern ONLY to PLANE objects. - Restored noise-based bump mapping and texturing for BOX and other SDF primitives. - Verified correct visual appearance of floating cubes (no fixed grid).
Diffstat (limited to 'src/3d/renderer.cc')
-rw-r--r--src/3d/renderer.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/3d/renderer.cc b/src/3d/renderer.cc
index 8676db4..d39aac0 100644
--- a/src/3d/renderer.cc
+++ b/src/3d/renderer.cc
@@ -254,7 +254,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
normal = normalize(transpose(normal_matrix) * n_local);
// Apply texture to SDF color
- if (obj_type == 2.0) { // BOX (used for floor)
+ if (obj_type == 4.0) { // PLANE (used for floor)
let uv_grid = p.xz * 0.5;
let grid = 0.5 + 0.5 * sin(uv_grid.x * 3.14) * sin(uv_grid.y * 3.14);
let grid_val = smoothstep(0.45, 0.55, grid);