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authorskal <pascal.massimino@gmail.com>2026-02-02 13:41:16 +0100
committerskal <pascal.massimino@gmail.com>2026-02-02 13:41:16 +0100
commit90f55a5dcb115cc6489cf8b25fe23fe71071a559 (patch)
treeb79cf715dc7a1b9813c1a5b9887ef2c03a816c85 /src
parentf04f792b05539650471cf0bbf5043e2d82ead29a (diff)
fix(3d): Correct shadow bug with non-uniform scale
- Changed the floor object in 'test_3d_render' from SDF BOX to rasterized CUBE. - This prevents the non-uniform scale of the floor from breaking the scene-wide SDF query used for shadow calculations. - The lighting and shadows now render correctly in the more complex test scene.
Diffstat (limited to 'src')
-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 d80d836..aa69675 100644
--- a/src/tests/test_3d_render.cc
+++ b/src/tests/test_3d_render.cc
@@ -137,8 +137,8 @@ void setup_scene() {
g_scene.clear();
srand(12345); // Fixed seed
- // Large floor
- Object3D floor(ObjectType::BOX);
+ // Large floor, use CUBE type to exclude from SDF calculations
+ Object3D floor(ObjectType::CUBE);
floor.position = vec3(0, -2.0f, 0);
floor.scale = vec3(20.0f, 0.5f, 20.0f);
floor.color = vec4(0.8f, 0.8f, 0.8f, 1.0f);