Convert fov to radians when computing pixel cone.
Fixes #167. Textures are still blurry when viewed at an angle as UVDerivsFromRayCone does not take anisotropy into account.
This commit is contained in:
parent
36cf2146da
commit
3f70032e77
|
@ -669,7 +669,7 @@ static qboolean rayTrace( VkCommandBuffer cmdbuf, VkImage frame_dst, float fov_a
|
|||
.random_seed = (uint32_t)gEngine.COM_RandomLong(0, INT32_MAX),
|
||||
.bounces = vk_rtx_bounces->value,
|
||||
.prev_frame_blend_factor = vk_rtx_prev_frame_blend_factor->value,
|
||||
.pixel_cone_spread_angle = atanf((2.0f*tanf(fov_angle_y * 0.5f)) / (float)FRAME_HEIGHT),
|
||||
.pixel_cone_spread_angle = atanf((2.0f*tanf(DEG2RAD(fov_angle_y) * 0.5f)) / (float)FRAME_HEIGHT),
|
||||
.debug_light_index_begin = (uint32_t)(vk_rtx_light_begin->value),
|
||||
.debug_light_index_end = (uint32_t)(vk_rtx_light_end->value),
|
||||
.flags = r_lightmap->value ? PUSH_FLAG_LIGHTMAP_ONLY : 0,
|
||||
|
|
Loading…
Reference in New Issue