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authorskal <pascal.massimino@gmail.com>2026-02-06 09:57:14 +0100
committerskal <pascal.massimino@gmail.com>2026-02-06 09:57:14 +0100
commite19e342ddb018dca3fffe32dc93c66e5a7dae519 (patch)
treee68e7d33fedc6794f86fa351e10edefbd30c7af9 /src/3d/renderer_mesh.cc
parent2b4ce2eed8fc4333b2c623836e7969b66b7be6e4 (diff)
fix(test_mesh): Use BOX floor instead of PLANE to fix shadow rendering
The issue was using ObjectType::PLANE with extreme non-uniform scaling (20, 0.01, 20) which causes incorrect SDF distance calculations in shadows. Following the pattern from test_3d_render.cc (which works correctly), changed the floor to use ObjectType::BOX with: - Position: vec3(0, -2, 0) (placed below ground level) - Scale: vec3(25, 0.2, 25) (thin box, not extreme ratio) This provides a proper floor surface without the shadow artifacts caused by PLANE's distance field distortion under non-uniform scaling.
Diffstat (limited to 'src/3d/renderer_mesh.cc')
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