From 5dbdb0a359d51355e4031d2e5dd576796f422d0a Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 2 Feb 2026 16:25:01 +0100 Subject: fix(3d): Resolve missing shadows on floor plane - Switched floor from rasterized CUBE to SDF PLANE for consistent shadow mapping. - Implemented skip_idx in map_scene to properly prevent self-shadowing. - Standardized soft shadow logic with improved bias and step size. - Increased object elevation and adjusted light direction for more visible shadows. - Enabled debug boxes in test_3d_render. --- src/gpu/gpu.h | 3 +++ 1 file changed, 3 insertions(+) (limited to 'src/gpu/gpu.h') diff --git a/src/gpu/gpu.h b/src/gpu/gpu.h index f47355c..3aff729 100644 --- a/src/gpu/gpu.h +++ b/src/gpu/gpu.h @@ -101,6 +101,9 @@ struct RenderPass { void gpu_init(PlatformState* platform_state); void gpu_draw(float audio_peak, float aspect_ratio, float time, float beat); void gpu_resize(int width, int height); +#if !defined(STRIP_ALL) +void gpu_simulate_until(float time); +#endif void gpu_shutdown(); // Helper functions (exposed for internal/future use) -- cgit v1.2.3