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Terrain disappears when viewed from a certain angle. #260
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Did you scale the terrain with
Do you have an example of that? There is a slight possible discrepancy between visual and collider because visual uses diamond-shaped quads (to slightly break repetition) while collider uses Z-shaped quads. But if not that, then it might be a LOD problem where it's maybe not subdividing visuals enough? (which in turn could be caused by vertical bounds not being correct in some extreme cases).
None of this seems related to textures. What is your OS? |
Hey, By the way I tried to remove the transform ( and pass it at 0,0,0) without comment your dictionary and that work ONLY if i create a new hterrain. The old terrain doesn't work. Thank you very much ! |
Ok that means there may be something fishy going on with GDNative. Removing the dictionary entry basically turns off an optimization that speeds up a few things in the plugin, instead falling back on a slower GDScript implementation.
That's very weird... there are strange bugs with translation related to Godot itself (this one godotengine/godot#37337, which is still open, sigh) but it should not have affected visual culling.
Even weirder. That should not have affected the issue at all 🤔 Unless you edited the file while Godot was running. When I precised to close Godot, that's really something you must do before editing any plugin file^^ (you can sometimes keep it open but there are many intricate cases where it causes race conditions so in doubt the safest route is to close) |
I am on godot 3.2.3 Don't worry i really closed godot before ^^ But maybe i wasn't clear. comment the dict works good and i don't need to do other things. |
I wish there was a repro for this then, but you said it doesnt happen if you try to get it in a test project |
Also having the same issue in the editor. I'm using godot 3.3.3 mono stable here's the output from the editor ./core/rid.h:150 - Condition "!id_map.has(p_rid.get_data())" is true. Returned: __null |
A hole like this one with these errors could be caused by this godotengine/godot#44642, looks like a different issue. |
I noticed. I changed the chunk size to 64. seems to fix the problem on my level. I have also realize that this only happens in the editor. when in play mode everything works correctly irregardless of the chunk size. RID.Error.mp4 |
The original issue, where the whole terrain disappears, might be a camera culling issue. e.g. I have noticed it mostly with particle effects. If the camera turns away from the emitter, even if the particles should still be in view, they are culled. By expanding the emitter cull distance fixes it. There might be something similar with the terrain. Regarding the second issue with only one terrain panel disappearing, noted here #260 (comment) This is exactly the circumstances and error message I have experienced with HTerrain and reported in godotengine/godot#53374. I do not believe there is anything that can be done with the terrain to permanently fix the issue. It's a bug in the engine (probably visualserver). |
I don't know if Op's issue is still present, but the sub-issue from @kupher has been found and fixed. It's not a heightmap issue, it's an engine issue. |
Describe the bug
the terrain disappears when viewed from a certain angle.
What is very strange is that this bug appears only on our project.
If I create a new project, with similar test parameters, I don't have this problem.
I add that the terrain collision doesn't work well and my character goes through when there are slopes. I fix this problem if I create a mesh, but maybe this bug is related to the disappearing textures?
To Reproduce
When we have no bug
when we up the head, the bug appear.
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