This PR contains various fixes and optimizations of the way the GPU memory is handled:
abort computation early for patches that contain no voxels
Terrain.showMapAroundPosition() is now more strict now, and only shows patches that will be visible for sure
Terrain now removes from GPU memory patches that have been invisible for a long time. As a reminder, a patch can become invisible if it was computed once and then went out of sight because the player moved. The size of this LRU cache is configurable with the new Terrain.patchesCacheSize attribute
Added a proper logging module. Its verbosity can be controlled with the exposed setVerbosity method.
This PR contains various fixes and optimizations of the way the GPU memory is handled:
Terrain.showMapAroundPosition()
is now more strict now, and only shows patches that will be visible for sureTerrain
now removes from GPU memory patches that have been invisible for a long time. As a reminder, a patch can become invisible if it was computed once and then went out of sight because the player moved. The size of this LRU cache is configurable with the newTerrain.patchesCacheSize
attributesetVerbosity
method.