Horizon tile remaster - #1103
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aHooder
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Not a super detailed review, but it's something. A couple more questions while we're at it:
- Does this add a giant horizon tile, extending ~as far as the eye can see?
- If yes, how does this handle seams between the horizon tile & underwater geometry?
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| private Area resolveHorizonTileArea(SceneContext ctx) { |
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I think this could use ctx.currentArea. Note that it can be changed by SceneManager.updateAreaHiding(), so you may have to cache it or hook into that to reload horizon stuff.
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| writeCache.release(); |
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I haven't looked too closely into it, but I think the write cache's release is a little bit different from these other release calls, in that it also flushes the write cache, which may or may not be safe to do as part of freeing the SceneUploader. Have you looked into this? 👀
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This feels like a lot of code tbh. Do you think you might be able to shorten it down, or perhaps even slightly modify some stuff in SceneUploader to make it reusable? Not sure if that'd be too much work tbh.
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A lot of the code is trying to make the proc gen look nice
Na it does it to render distance, then turn some extra just for some extra padding, as for the seams it tries to lies up proc gen to current terrain hence the lot of code it tries to match vertex |
(This all works but waiting for new proc gen stuff so i can make it better and also clean)
Add Extended Tiles support
Before:

After:

Uses extended map loading distance and then + 4 zones around the area to make sure it looks far out