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Clouds, Terrain cache and more #23
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terrain_job = PGGlobals.queue_terrain_patch(data) | ||
terrain_job.connect("job_finished", self, "on_patch_finished", [], CONNECT_DEFERRED) | ||
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# Update this node in the quadtree. | ||
func visit(): | ||
var viewer_in_range: bool = \ | ||
_viewer_node.global_transform.origin.distance_to(_center) \ | ||
_viewer_node.global_transform.origin.distance_to(planet.to_global(_center)) \ |
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There was a bug, don't load correct patches when rotating the planet. Solved with to_global function
Cool! I will check this stuff out |
Clouds are looking good already! So while checking this out, I spotted a problem with the cloud shader, it warps towards the poles of the planetary sphere, because the vertex distribution is like that on a UV sphere. Also, could you rebase this PR onto the latest commit onto the dev branch, 1ddb9bd? |
I've been working on an online HTML5 game where you can explore the space.
Here a pull request with the most interesting changes that I made.
That are: