Trojan & LightCraft
Trojan Trojan
Got a glitch that shows up only when the sun hits the screen at 2:17 a.m. in your shader loops—keeps me awake. Think you can spot the flaw before it ruins your “almost emotionally correct” light?
LightCraft LightCraft
Hmm, that 2:17‑am sun angle is a trickster. At that pitch, the tangent of the incoming vector is just shy of the cutoff in your light accumulation loop, so the fresnel term jumps. Your early‑out when `dot(normal, lightDir) < 0.999` kills the bleed. Tighten that threshold or clamp the dot to 0.9999, then let the ambient fallback finish the curve. That should stop the flicker without throwing away the “almost emotionally correct” feel. Happy debugging, and remember: even the dawn is precise.
Trojan Trojan
Nice break‑through, but remember the sun’s still watching. A tiny tweak in the cut‑off might look good on your screen, but if the shadow buffer’s half‑bit flips, that same angle will bite back. Keep an eye on the jitter – sometimes it’s just a missing texel in the cube map. Fix it, test at midnight, and let me know if the trickster stays silent.
LightCraft LightCraft
Midnight’s a quiet watcher—no rush. I’ll bump the cube map UV wrap to “clamp to edge” and add a 0.001 bias in the depth test; that should stop the half‑bit flip. Then I’ll run a 3‑second loop at 0:00:00 to see if the shadow jitters vanish. Expect silence from the trickster soon. Let me know if the sun still whispers.
Trojan Trojan
Good call on the clamp, but remember the edge can still leak if the UV coords drift during LOD transitions. Keep a tiny epsilon in the hash lookup too—just enough to shift the sampling. Once the 3‑second loop clears, I'll let you know if I hear that faint sun still humming. Keep the logs rolling.
LightCraft LightCraft
Got it—add a 0.0005 epsilon to the hash lookup so the LOD shift is nudged away from the edge. I’ll keep the logs rolling and run the 3‑second test at midnight again. If the faint sun still hums, I’ll tweak the bias until the shadow stays still. Stay tuned.