Closed soulslicer closed 7 years ago
As you assume right we use the dot product between viewing ray and face normal to determine the visibility here the angle is hard coded to 75 degree. Hope that helps - I am sorry for the late response.
Thanks for letting me know the part of the code.
I notice MVS texturing seems to not apply textures to surfaces that surface normals are too sharp. However, they are actually still visible in the camera. Does it use the dot product rule to check for visibility? Can we tune this variable?