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**Describe the bug**
I created a very simple map with some height adjustments. The player successfully walks on the ground when working in the editor, but when I export for Linux or Mac, the player …
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I was researching culling last night from a terrain standpoint:
http://www.dustinhorne.com/post/2011/10/18/XNA-Terrain-with-LOD-Part-7-Better-Culling-With-2D-Shapes.aspx
...Looks like he is at the beg…
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Copied from https://github.com/Zylann/godot_heightmap_module/issues/13
I realized that the off-by-one required in terrain textures could become dreadful for VRAM usage, because it makes them non-po…
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func paint_height(coord: Vector2):
heightmap = current_terrain.get_material().get_heightmap()
heightmap_img = heightmap.get_image()
brush_shape = toolbar.get_brush_shape()
brush_shape_size …
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We have two heightmaps (Earth and Moon). Both have slightly different formats, and slightly different fractals to manage them.
#1333 would add another heightmap in a different format again, and a lot …
robn updated
10 years ago
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Had dreams about the Pioneer code actually. Kind of have a plan for tackling conversion to GPU based terrain. Odd that I already sort of have that working but cannot integrate it back into Pioneer :/ …
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Can godot_heightmap_plugin be used in a VoxelLodTerrain?
I mean, to paint the terrain material.
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最近在研究高程数据,发现mapbox的那种高程表现方式已经过时了,现在都是TIN STK格式的数据。
然后发现是cesium研发的,同时天地图的高程数据也支持该该格式,但是目前对js的文件解析不太了解。
看了一篇文章说的挺对,也是位大佬写的,https://www.cnblogs.com/fuckgiser/p/5883227.html。
这篇文章介绍了,但是还是不太明白如何解析文件。
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I wanted to test the dev build (from today 773). Seems that the content processor has a issue with non power of two images. My terrain heightmaps are 129x129 bitmaps. After rebuilding the test project…
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**Original report ([archived issue](https://osrf-migration.github.io/gazebo-gh-pages/#!/osrf/gazebo/issues/2260)) by Shane Loretz (Bitbucket: [Shane Loretz](https://bitbucket.org/%7B656e3311-aad9-45a1…