Fix Large Terrain Performance Issues #10

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kayomn merged 5 commits from large-terrain-performance-fix into main 2023-01-23 21:32:19 +01:00
3 changed files with 7 additions and 5 deletions
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map_editor.scn (Stored with Git LFS)

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@ -10,7 +10,7 @@ var _editable_image := Image.create(1, 1, false, Image.FORMAT_RGBAF)
var _editable_texture := ImageTexture.create_from_image(_editable_image)
##
##
## Width and height of the canvas (in pixels).
##
var size := Vector2i.ONE:
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Missing doc comment.

Missing doc comment.
set(value):

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@ -5,12 +5,14 @@ const _DETAIL := 2
const _SHADER := preload("res://terrain/terrain.gdshader")
##
## Slots representing the paintable channels.
##
enum PaintSlot {
ERASE,
RED,
GREEN,
BLUE,
ALPHA,
}
var _albedo_maps: Array[Texture2D] = [null, null, null, null]
@ -22,7 +24,7 @@ var _mesh := PlaneMesh.new()
var _normal_maps: Array[Texture2D] = [null, null, null, null]
##
##
## Range of the height channel value, ranging from [code]0.0[/code] to [code]100.0[/code].
##
@export
var height_scale := 100.0: