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Tight shadow culling - increase epsilon to prevent flickering
Near colinear triangles were still causing inaccuracy in culling planes, so the threshold for colinearity is bumped up.
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@ -181,14 +181,14 @@ private:
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// Prevent divide by zero.
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// Prevent divide by zero.
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if (lc > 0.00001f) {
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if (lc > 0.001f) {
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// If the summed length of the smaller two
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// If the summed length of the smaller two
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// sides is close to the length of the longest side,
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// sides is close to the length of the longest side,
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// the points are colinear, and the triangle is near degenerate.
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// the points are colinear, and the triangle is near degenerate.
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float ld = ((la + lb) - lc) / lc;
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float ld = ((la + lb) - lc) / lc;
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// ld will be close to zero for colinear tris.
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// ld will be close to zero for colinear tris.
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return ld < 0.00001f;
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return ld < 0.001f;
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}
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}
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// Don't create planes from tiny triangles,
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// Don't create planes from tiny triangles,
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