Wrapping draw code is inconsistent
维护者通常 2 天内回复
还没有人认领这个 Issue。
评估
调研方向
Start by mapping the separate wrapping paths named in the issue: terrain objects, primitives, SceneEditors, and GUIs/HUD; the payload does not identify files or tests. The proposed direction is to move wrapping out of individual draw code and tile the scene into the screen; determine which draw paths need to change and how to verify wrapped edges and very small scenes.
由索引模型根据 Issue 内容生成。
描述
Pretty much all uses of wrapping code are different and also mostly broken in a number of different places:
- Terrain objects don't wrap across xy wrapped corners (inconsistently as well between objects, some miss one corner, sometimes there's just one corner), and sometimes don't wrap on y wrapping edges
- Nothing behaves correctly on very small scenes (MOs draw at most 3 times, though sometimes 4, primitives draw at most 2 times)
- Primitives wrapping is just a menace (fixed in gpu-primitives)
- SceneEditors also implement their own thing, that doesn't wrap y, and definitely not xy
- GUIs/HUD don't wrap at all mostly (it's a miracle they work across seams at all)
Proposing to just not handle wrapping in the individual draw code at all and instead just calling draws as many times as needed to tile the scene into the screen, meaning things just draw at their scene coordinates (prevents overdraw on seams)
- 主要语言
- C++
- 星标
- 329
- 派生
- 47
- 平均合并
- 6 天 10 小时
- 30 天内合并 PR
- 14
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