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Context: - When composing objects into GlobalSDF we shorten the max distance based on the distance to the closest surface found so far - the condition `if (DistanceToBox < MaxDistance)` is incorrect if mesh SDFs stick out of the bounding box - this can cause instability in Global SDF since result will depend on the order objects are composited in - we have logic to prevent this but only when the query position is outside of the bounding box - this is a problem since Global SDF voxel centers can be inside the box Fix: - also prevent negative SDF distance to stick out of the bounding box when query position is inside the box. - Modified how DistanceToBox is calculated to be valid when point is inside box. #rb Krzysztof.Narkowicz #preflight skip [CL 23410499 by tiago costa in ue5-main branch]
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1.5 KiB