From 74cab8d6b91168a4681f1c9c19a8e32052d59e7b Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 2 Feb 2026 16:31:05 +0100 Subject: 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. --- src/tests/test_3d_render.cc | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/tests/test_3d_render.cc') 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); -- cgit v1.2.3