From 4eb0a67ad12fdd8c82d7cbc37991b6977cb86568 Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 2 Feb 2026 17:34:03 +0100 Subject: 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). --- src/3d/renderer.cc | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/3d') diff --git a/src/3d/renderer.cc b/src/3d/renderer.cc index 8676db4..d39aac0 100644 --- a/src/3d/renderer.cc +++ b/src/3d/renderer.cc @@ -254,7 +254,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4 { normal = normalize(transpose(normal_matrix) * n_local); // Apply texture to SDF color - if (obj_type == 2.0) { // BOX (used for floor) + if (obj_type == 4.0) { // PLANE (used for floor) let uv_grid = p.xz * 0.5; let grid = 0.5 + 0.5 * sin(uv_grid.x * 3.14) * sin(uv_grid.y * 3.14); let grid_val = smoothstep(0.45, 0.55, grid); -- cgit v1.2.3