diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-02 17:34:03 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-02 17:34:03 +0100 |
| commit | 4eb0a67ad12fdd8c82d7cbc37991b6977cb86568 (patch) | |
| tree | 711906bed69332a599c172fae16a81c73b2b9925 /src/tests | |
| parent | 1971b20ebca35bc8dbe24902dd5749413b43ff1b (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/tests')
| -rw-r--r-- | src/tests/test_3d_render.cc | 13 |
1 files changed, 8 insertions, 5 deletions
diff --git a/src/tests/test_3d_render.cc b/src/tests/test_3d_render.cc index 9f046f9..a6db71b 100644 --- a/src/tests/test_3d_render.cc +++ b/src/tests/test_3d_render.cc @@ -137,10 +137,10 @@ void setup_scene() { g_scene.clear(); srand(12345); // Fixed seed - // Large floor, use BOX type (SDF) for receiving shadows - Object3D floor(ObjectType::BOX); + // Large floor, use PLANE type + Object3D floor(ObjectType::PLANE); floor.position = vec3(0, -2.0f, 0); - floor.scale = vec3(25.0f, 0.2f, 25.0f); + floor.scale = vec3(25.0f, 1.0f, 25.0f); // Thicker for proxy hull safety floor.color = vec4(0.8f, 0.8f, 0.8f, 1.0f); g_scene.add_object(floor); @@ -172,8 +172,11 @@ void setup_scene() { float dist = 3.0f + (rand() % 100) * 0.05f; // Closer to center float height = 0.5f + (rand() % 100) * 0.04f; obj.position = vec3(std::cos(angle) * dist, height, std::sin(angle) * dist); - float s = 0.6f + (rand() % 100) * 0.008f; // Larger - obj.scale = vec3(s, s, s); + + // Random non-uniform scale for debugging + float s = 0.6f + (rand() % 100) * 0.008f; + obj.scale = vec3(s, s * 1.2f, s * 0.8f); + obj.color = vec4((rand() % 100) / 100.0f, (rand() % 100) / 100.0f, (rand() % 100) / 100.0f, 1.0f); g_scene.add_object(obj); |
