branchrust_reboot/main/terrain_renderercancel

14 Commits over 122 Days - 0.00cph!

Yesterday
Add colour to instance data for debugging, wip rotation handling for seamless LOD borders
2 Days Ago
Fix cell mesh sizes at each LOD
2 Days Ago
Fix mesh create errors, change from vertCount to vertLOD index for choosing lowest LOD vertex count
3 Days Ago
Merge from main
16 Days Ago
Fix mesh creation with border meshes Calculate instance offsets when LOD factor is updated Combine per LOD compute into singular dispatch
18 Days Ago
Triangle fan cells wip
25 Days Ago
Calculate cellsize based on vertex count and texels per unit Use max axis for LOD distance Use camera position snapped to half cell increments for LOD distance Change LOD falloff to log function Enable shore wetness
26 Days Ago
Compute heightmap into small height max map texture Separate terrain compute bounds into render bounds and camera bounds for shadow cull testing Consider shadow casting in terrain culling step using a raycast with max region height
31 Days Ago
Merge from main
32 Days Ago
Terrain shadow culling wip, and merge fix
3 Months Ago
Fix terrain shadows, add vertex normal map sampling, use terrain heightmap instead of height slope map, change LOD slider into min/max slider for more control, and add convar for terrain renderer toggling.
3 Months Ago
Merge from main
3 Months Ago
Split dispatches per LOD, enable camera culling per cell, improve use of groupshared memory, enable renderer in editor, and add LOD distribution slider.
3 Months Ago
Instanced terrain cell renderer setup