-
-
Notifications
You must be signed in to change notification settings - Fork 21.5k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Need a way to set a custom AABB per visual instance #9544
Comments
What about |
I believe they are based on those AABBs too, the root of the issue lies in the culling system itself, in VisualServer. I'm also not even using nodes in my module. |
Ok in 2.x there indeed was |
Actually, as I explained in the issue, I need a custom AABB on the instances, not the mesh itself. |
@Zylann but MeshInstances are nodes that are providing interface for the mesh resource which they are holding..? |
Read my issue again :) |
@Zylann Oh, yeah, right! 👍 |
What is the status on this? |
In latest Godot 3.0 I didn't find any function to set a custom AABB on MeshInstances and various other objects, except particles. It's useful to have this so that visuals transformed using shaders won't get culled wrongly.
I currently need it in my HeightMap module because all chunks of the map re-use the same mesh for memory efficiency, and the Y component of the vertices is offset in the vertex shader from a height map texture. But because the AABB of the mesh is still a flat zero Y, holes suddenly appear in the map because they get culled.
The text was updated successfully, but these errors were encountered: