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Fixing an issue where volumetric lights can pop out of reflections if the lights are not visible from the camera frustum
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Copilot review overview
🟡 Changes recommended
Unbounded off-screen volumetric-light processing could significantly degrade performance in large scenes.
Review effort: Balanced
Findings: 1
What changed in this PR
Updates light culling so volumetric lights remain available for reflection rendering.
Changes:
- Exempts volumetric lights from camera-frustum culling.
| File | Description |
|---|---|
trinity/Tr2LightManager.cpp |
Adjusts volumetric-light visibility handling. |
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| return; | ||
| } | ||
| if( !m_frustum.IsSphereVisible( reinterpret_cast<Vector4*>( &data.position ) ) ) | ||
| if( ( data.flags & FLAG_IS_VOLUMETRIC ) == 0 && !m_frustum.IsSphereVisible( reinterpret_cast<Vector4*>( &data.position ) ) ) |
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Summary
Fixing an issue where volumetric lights can pop out of reflections if the lights are not visible from the camera frustum
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