(for reviewers: This is an update to an addon I made. Time’s mostly algorithm design and debugging which really isn’t tracked, plus it’s an update so it doesn’t have too many devlogs.)
Finally got some time to address the issue on the repo. It was open all the way back from Nov 3 oh my god.
Anyways the change was relatively simple, but took me long enough to reunderstand what my algorithm does. There was a missed edge case of parallel frustum-reflection surface plane intersections, I orignally thought it was impossible so the test points for those cases were not included in the algorithm, but https://github.com/KipJM/smart_planar_reflector/issues/1 demonstrated it definitely could happen XD
So these test points are added. bottom-bottom, bottom-top, top-bottom, top-top, left-left, left-right, right-left, right-right.
It adds some more plane intersection math to the algorithm, but shouldn’t affect the performance too much. After all most of the cost comes from the gpu rendering a whole other camera.
After testing works well, so 1.1 is released to include this fix. Just gotta wait for godot asset library to approve it.
So not too much time spent for this project, :3