Closed Jarred-Sumner closed 4 years ago
Fixed it. I forgot to pass the offset
of the ndarray
.
If you want the code I can make a PR but it's a lot of other changes too, it would be time-consuming for you to review it, and the code style doesn't match what you currently do (no semicolons, using ES6 classes, etc)
I have meshing in a worker like 50% working
It technically works and feels quite fast...but, there's two really weird bugs that I don't really understand the cause of.
Video (worker meshing on): https://www.dropbox.com/s/t4pmgs1w7v50nnm/worker.1.mp4?dl=0 Video (worker meshing off): https://www.dropbox.com/s/ko3foqcmiftfa4k/Screen%20Recording%202020-07-24%20at%2011.35.15%20AM.mp4?dl=0
Bug 1: Some chunks are skipped? Specifically, the one the player starts at (something to do with
_chunkIDsToMeshFirst
maybe?) Bug 2: The positions of the chunks are all wrong.Does anything come to mind why this might happen? I suspect the two bugs are related, but the positions being wrong makes no sense to me. The position is set on the main thread.
This is all using SharedArrayBuffer for the voxel / neighbor data