GPULightmapper: increase ray triangle hit rate

Currently the method ray_hits_triangle determines triangles not to be hit by
a ray due to an epsilon that is too big. In practice those triangles are hit by
those rays.

This is fixed by introducing a smaller epsilon.
This commit is contained in:
William Deurwaarder 2021-10-15 15:19:43 +02:00
parent 5bc0e4081b
commit a3f315c81b

View file

@ -94,13 +94,14 @@ params;
//check it, but also return distance and barycentric coords (for uv lookup)
bool ray_hits_triangle(vec3 from, vec3 dir, float max_dist, vec3 p0, vec3 p1, vec3 p2, out float r_distance, out vec3 r_barycentric) {
const float EPSILON = 0.00001;
const vec3 e0 = p1 - p0;
const vec3 e1 = p0 - p2;
vec3 triangle_normal = cross(e1, e0);
float n_dot_dir = dot(triangle_normal, dir);
if (abs(n_dot_dir) < 0.01) {
if (abs(n_dot_dir) < EPSILON) {
return false;
}