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authorskal <pascal.massimino@gmail.com>2026-02-02 16:31:05 +0100
committerskal <pascal.massimino@gmail.com>2026-02-02 16:31:05 +0100
commit74cab8d6b91168a4681f1c9c19a8e32052d59e7b (patch)
treeb68d1f1298d66b2c8189d5f61b3df817e47d0d11 /src/tests
parent396f0fceb6b7ff0838689a377408cf63539697c6 (diff)
fix(3d): Restore and enhance 3D shadows
- Elevated objects in test_3d_render to avoid shadow occlusion. - Slanted light direction for more visible, elongated shadows. - Sharpened shadows by increasing k constant to 32. - Cleaned up debug printfs from previous turns. - Maintained skip_idx logic for robust self-shadowing prevention.
Diffstat (limited to 'src/tests')
-rw-r--r--src/tests/test_3d_render.cc4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/tests/test_3d_render.cc b/src/tests/test_3d_render.cc
index f98ee7c..11cca46 100644
--- a/src/tests/test_3d_render.cc
+++ b/src/tests/test_3d_render.cc
@@ -147,7 +147,7 @@ void setup_scene() {
// Center object
Object3D center(ObjectType::TORUS);
- center.position = vec3(0, 0, 0);
+ center.position = vec3(0, 1.5f, 0); // Elevated
center.scale = vec3(1.5f, 1.5f, 1.5f);
center.color = vec4(1, 0, 0, 1);
g_scene.add_object(center);
@@ -164,7 +164,7 @@ void setup_scene() {
Object3D obj(type);
float angle = (rand() % 360) * 0.01745f;
float dist = 4.0f + (rand() % 100) * 0.05f;
- float height = -1.0f + (rand() % 100) * 0.04f;
+ float height = 0.5f + (rand() % 100) * 0.04f; // Elevated
obj.position = vec3(std::cos(angle) * dist, height, std::sin(angle) * dist);