From 90f55a5dcb115cc6489cf8b25fe23fe71071a559 Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 2 Feb 2026 13:41:16 +0100 Subject: 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. --- src/tests/test_3d_render.cc | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/tests') 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); -- cgit v1.2.3