master
Marc Gilleron 2019-05-25 14:34:09 +01:00
parent 34653341cf
commit cae44985a8
4 changed files with 9 additions and 0 deletions

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@ -3,6 +3,9 @@
#include "transvoxel_tables.cpp"
#include <core/os/os.h>
// This is a very partial implementation, it is barely equivalent to marching cubes.
// It doesn't include transition cells.
namespace {
inline float tof(int8_t v) {

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@ -4,6 +4,7 @@
#include "../voxel_buffer.h"
#include <core/resource.h>
// TODO Rename VoxelStream
// Provides access to a source of paged voxel data.
// Must be implemented in a multi-thread-safe way.
class VoxelProvider : public Resource {

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@ -107,5 +107,6 @@ void VoxelProviderImage::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_channel"), &VoxelProviderImage::get_channel);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "image", PROPERTY_HINT_RESOURCE_TYPE, "Image"), "set_image", "get_image");
// TODO Enum hint
ADD_PROPERTY(PropertyInfo(Variant::INT, "channel"), "set_channel", "get_channel");
}

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@ -29,6 +29,10 @@ VoxelBlock::~VoxelBlock() {
}
void VoxelBlock::set_mesh(Ref<Mesh> mesh, Ref<World> world) {
// TODO Don't add mesh instance to the world if it's not visible.
// I suspect Godot is trying to include invisible mesh instances into the culling process,
// which is killing performance when LOD is used (i.e many meshes are in pool but hidden)
// This needs investigation.
VisualServer &vs = *VisualServer::get_singleton();