Pryme8 Posted March 26, 2018 Share Posted March 26, 2018 https://www.babylonjs-playground.com/#3D3RPL#32 I am assuming the frustum culling is based off of boundingbox. Because all the blades of grass are positioned dead center and are offset in the shader when you look side to side the blade will disappear from the rendering list when the center of the zone is obfuscated/out of range. Is there a way around this, I was kinda thinking I could manually adjust the bounding box and that might do it but Im not sure. *BONUS POINTS* If you set the density too high, it gives an error... how do you enable higher polycounts again? https://www.babylonjs-playground.com/#3D3RPL#34 Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted March 26, 2018 Author Share Posted March 26, 2018 Got it. https://www.babylonjs-playground.com/#3D3RPL#37 with this workaround: var _bb = new BABYLON.Mesh.CreateBox('tempBox', 1, scene); _bb.scaling = new BABYLON.Vector3(this.args.zoneSize.x, this.args.bladeHeight*2.0, this.args.zoneSize.y); _bb.position.y = (this.args.bladeHeight*2.0)*0.5; _bb.bakeCurrentTransformIntoVertices(); mesh._boundingInfo = _bb._boundingInfo; _bb.dispose(); GameMonetize and aWeirdo 2 Quote Link to comment Share on other sites More sharing options...
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