Alternative fix to occlusion culling where all math is based on Euclidean distance.
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@ -181,17 +181,7 @@ void RaycastOcclusionCull::RaycastHZBuffer::sort_rays(const Vector3 &p_camera_di
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}
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int k = tile_i * TILE_SIZE + tile_j;
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int tile_index = i * tile_grid_size.x + j;
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float d = camera_rays[tile_index].ray.tfar[k];
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if (!p_orthogonal) {
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const float &dir_x = camera_rays[tile_index].ray.dir_x[k];
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const float &dir_y = camera_rays[tile_index].ray.dir_y[k];
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const float &dir_z = camera_rays[tile_index].ray.dir_z[k];
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float cos_theta = p_camera_dir.x * dir_x + p_camera_dir.y * dir_y + p_camera_dir.z * dir_z;
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d *= cos_theta;
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}
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mips[0][y * buffer_size.x + x] = d;
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mips[0][y * buffer_size.x + x] = camera_rays[tile_index].ray.tfar[k];
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}
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}
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}
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