render3d: the GPU blades grow by a painted density (a layer of the ground densities, grass_density_layer) where a map has one - a 5x5-tile window round the camera in a storage buffer the cull samples - and by today's rules where not; grass_rule_at is the rules on the CPU for the migration
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
e6f4685bd0
commit
9186abbbe3
10 changed files with 219 additions and 21 deletions
|
|
@ -68,6 +68,7 @@ function gd_cache_reset(render3d_st: mut Render3dState, tiles: int) -> void {
|
|||
|
||||
export function ground_density_close(render3d_st: mut Render3dState) -> void {
|
||||
if render3d_st.gd_file != null { file_close(render3d_st.gd_file); render3d_st.gd_file = null }
|
||||
render3d_st.gb_layer = -1 # a layer index means nothing in the next map's file (grass_density_layer)
|
||||
}
|
||||
|
||||
# the slot holding layer l's tile t, read in when it is not (a clock, as the terrain's tiles)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue