![]() # Objective Fix incorrect mesh culling where objects (particularly directional shadows) were being incorrectly culled during the early preprocessing phase. The issue manifested specifically on Apple M1 GPUs but not on newer devices like the M4. The bug was in the `view_frustum_intersects_obb` function, where including the w component (plane distance) in the dot product calculations led to false positive culling results. This caused objects to be incorrectly culled before shadow casting could begin. ## Issue Details The problem of missing shadows is reproducible on Apple M1 GPUs as of this commit (bisected): ``` |
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