Alternative fix to occlusion culling where all math is based on Euclidean distance.

This commit is contained in:
Rudolph Bester
2024-10-06 18:54:18 +02:00
parent f4af8201ba
commit ed3f990952
2 changed files with 6 additions and 12 deletions

View File

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