Bias octahedral tangent y axis to avoid errors around 0 #73265
Merged
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Fixes: #71571
This also fixes the simplified MRP in #71221 (comment) but I am unsure if it fixes the OP of #71221
In 3.x we applied a small bias to the tangent y axis while it was in the range [0, 1] to avoid discontinuities around 0
godot/servers/visual_server.cpp
Lines 369 to 375 in 8104416
In 4.0 the code is a little different because the output from
octahedron_encode
is already in [0,1] space.Somehow we missed the bias when converting to 4.0, but it is still needed in some very rare cases.
Big thanks to @stoofin who narrowed the issue down to tangents with y-values very close to 0