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| author | skal <pascal.massimino@gmail.com> | 2026-02-02 16:39:15 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-02 16:39:15 +0100 |
| commit | 5354b5dc0b67f775fe173f2968f2e01023e45e21 (patch) | |
| tree | 27bee9b512d46fade2d5313178e5e219679c5ffa /src/3d/renderer.h | |
| parent | fcf1cbe0e520137d729152239c2aed68d9952cc5 (diff) | |
fix(3d): Unify all objects to SDF path for consistent shadows
- Updated ObjectData to include inv_model for reliable world-to-local mapping.
- Enabled SDF raymarching path for all objects in test_3d_render (floor is now a large SDF BOX).
- Implemented robust normal calculation using SDF gradient for all objects.
- Standardized lighting (light_dir = 1,1,1) and diffuse+ambient model.
- Refined calc_shadow with instance-based skip_idx and robust bias.
- Fixed non-uniform scale handling in shader by extracting min scale from model matrix.
Diffstat (limited to 'src/3d/renderer.h')
| -rw-r--r-- | src/3d/renderer.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/3d/renderer.h b/src/3d/renderer.h index a7f29da..c6ca2a3 100644 --- a/src/3d/renderer.h +++ b/src/3d/renderer.h @@ -23,7 +23,7 @@ struct GlobalUniforms { // Matches the GPU struct layout struct ObjectData { mat4 model; - mat4 model_inverse_transpose; + mat4 inv_model; vec4 color; vec4 params; // Type, etc. }; |
