Open johnttan opened 3 years ago
I'm aware of the issue, but thank you for filing it.
This is a result of the new clipmap algorithms that are currently still in development. You won't find this issue on the v0.7.0
tag.
The root cause is that surface_nets
requires copying border voxels from adjacent chunks in order to get the correct transition mesh between chunks. There is currently no constraint in the ChunkTree::clipmap_render_updates
function which guarantees all of the neighbors of a chunk are loaded before trying to mesh it. If you move the camera around and trigger re-meshing, then the cracks will disappear, since neighboring chunks have had time to load.
I plan on fixing this before v0.8.0.
I believe this problem is resolved on main
, but it is not very performant. I want to work on optimizing the neighbor checking before closing this issue.
👋 Hey there!
I tried running the example and ran into some potential issues.
What happens when I run the example:
What I expected from the docs:
System Info: