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Tighter light culling - fix directional lights colinear case
Exactly the same fix as done already for non-directional lights.
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@ -279,10 +279,12 @@ bool RenderingLightCuller::add_light_camera_planes_directional(LightCullPlanes &
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// Create a third point from the light direction.
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// Create a third point from the light direction.
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Vector3 pt2 = pt0 - p_light_source.dir;
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Vector3 pt2 = pt0 - p_light_source.dir;
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if (!_is_colinear_tri(pt0, pt1, pt2)) {
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// Create plane from 3 points.
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// Create plane from 3 points.
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Plane p(pt0, pt1, pt2);
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Plane p(pt0, pt1, pt2);
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r_cull_planes.add_cull_plane(p);
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r_cull_planes.add_cull_plane(p);
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}
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}
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}
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// Last to 0 edge.
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// Last to 0 edge.
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if (n_edges) {
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if (n_edges) {
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@ -295,10 +297,12 @@ bool RenderingLightCuller::add_light_camera_planes_directional(LightCullPlanes &
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// Create a third point from the light direction.
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// Create a third point from the light direction.
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Vector3 pt2 = pt0 - p_light_source.dir;
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Vector3 pt2 = pt0 - p_light_source.dir;
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if (!_is_colinear_tri(pt0, pt1, pt2)) {
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// Create plane from 3 points.
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// Create plane from 3 points.
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Plane p(pt0, pt1, pt2);
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Plane p(pt0, pt1, pt2);
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r_cull_planes.add_cull_plane(p);
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r_cull_planes.add_cull_plane(p);
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}
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}
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}
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#ifdef LIGHT_CULLER_DEBUG_LOGGING
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#ifdef LIGHT_CULLER_DEBUG_LOGGING
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if (is_logging()) {
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if (is_logging()) {
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