diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-02 16:31:05 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-02 16:31:05 +0100 |
| commit | 74cab8d6b91168a4681f1c9c19a8e32052d59e7b (patch) | |
| tree | b68d1f1298d66b2c8189d5f61b3df817e47d0d11 /src/tests | |
| parent | 396f0fceb6b7ff0838689a377408cf63539697c6 (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.cc | 4 |
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); |
