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Clouds, Terrain cache and more #23

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Clouds, Terrain cache and more #23

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ultrazar
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@ultrazar ultrazar commented Jul 2, 2021

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:

  • Clouds shader ( with two versions, one of low quality and other with best quality )
  • Terrain Cache, a simple way to save all the patches of a planet
  • Stars shader
  • And some bugs solved

terrain_job = PGGlobals.queue_terrain_patch(data)
terrain_job.connect("job_finished", self, "on_patch_finished", [], CONNECT_DEFERRED)


# 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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@ultrazar ultrazar Jul 2, 2021

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There was a bug, don't load correct patches when rotating the planet. Solved with to_global function

@Valinakova
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Cool! I will check this stuff out

@Hoimar
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Hoimar commented Jul 30, 2021

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.
Perhaps you want to look into that, otherwise I'll do it when I have time.

Also, could you rebase this PR onto the latest commit onto the dev branch, 1ddb9bd?

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3 participants