Closed Lemonzyy closed 3 years ago
This is most likely a bug with the clipmap algorithm.
This code has since changed a lot. If we can't reproduce this soon, I'm going to close the issue.
OK I actually managed to reproduce this, and reliably so. The trick is to quickly fly away from all of the terrain. Trying this enough times, it will reliably leave some chunks behind that never get despawned.
Although I fixed the common cause of this by switching from a clip cube to a clip sphere, this is actually still possible by tunneling through an entire LOD.
@Lemonzyy which revision is this from? I think I very recently fixed this bug.
Oh wait, I guess this bug now only affects smooth meshes??? Weird... Or maybe it's only noticeable with smooth meshes.
@Lemonzyy which revision is this from? I think I very recently fixed this bug.
22c8aff8de763b46cbaa8a18ba6e1345503dd00f
Huh so what's interesting about this new bug is that once you get overlapping meshes, e.g. the green that shouldn't be there, they don't go away until they leave the clip sphere. I would expect them to go away if you move around slowly and cause a split/merge.
I think this is actually fixed now :crossed_fingers:
Closing until there is another repro after 7dcb50a27c5e
In the LOD example, I found that two meshes are in the same location and overlap. I did not change any values in the configuration file.