Closed elvisish closed 1 year ago
This is very weird and embarrassing, but making a test project it seems to be working. I'll try to figure out why it's not working on my main project, perhaps a shader material I'm using is interfering with the cull distance, I'll close this later if that turns out to be the cause of this.
This is very weird and embarrassing, but making a test project it seems to be working.
Which octant size are you using in your other project? Larger octant sizes reduce culling opportunities, as each MultiMesh will span a larger area.
This is very weird and embarrassing, but making a test project it seems to be working.
Which octant size are you using in your other project? Larger octant sizes reduce culling opportunities, as each MultiMesh will span a larger area.
The default size, that's what surprised me about my test.
Totally my fault, for some reason my far clip was too short and it works now, sorry about this.
Godot version
Godot_v3.6-beta2_win64
System information
Windows 10
Issue description
Gridmap doesn't inherit from VisualServer and uses MultiMeshes to optimise mesh placement, however distance draw/far clipping on the camera is ignored and this really should be possible (if not for performance, for aesthetic purposes).
Steps to reproduce
Minimal reproduction project
test_gridmap.zip