Fix occlusion culling jitter

This commit is contained in:
Florent Guiocheau 2024-12-02 17:05:50 +01:00
parent 893bbdfde8
commit 6960b33cbb

View File

@ -536,8 +536,6 @@ Projection RaycastOcclusionCull::_jitter_projection(const Projection &p_cam_proj
return p_cam_projection;
}
Projection p = p_cam_projection;
int32_t frame = Engine::get_singleton()->get_frames_drawn();
frame %= 9;
@ -577,11 +575,11 @@ Projection RaycastOcclusionCull::_jitter_projection(const Projection &p_cam_proj
// Higher divergence gives fewer false hidden, but more false shown.
// False hidden is obvious to viewer, false shown is not.
// False shown can lower percentage that are occluded, and therefore performance.
jitter *= Vector2(1 / (float)p_viewport_size.x, 1 / (float)p_viewport_size.y) * 0.05f;
jitter *= Vector2(1 / (float)p_viewport_size.x, 1 / (float)p_viewport_size.y) * 0.9f;
p.add_jitter_offset(jitter);
return p;
Projection correction;
correction.add_jitter_offset(jitter);
return correction * p_cam_projection;
}
void RaycastOcclusionCull::buffer_update(RID p_buffer, const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal) {