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Heightfield Debug Rendering Performance #1532

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NEO97online opened this issue Feb 23, 2025 · 1 comment
Open

Heightfield Debug Rendering Performance #1532

NEO97online opened this issue Feb 23, 2025 · 1 comment

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@NEO97online
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NEO97online commented Feb 23, 2025

If I understand correctly, the Heightfield is broken up into "blocks", right?

It would be nice to be able to tell the DebugRenderer to only draw blocks that are in view of the camera by providing a camera or view frustum, or even just to only draw blocks within X distance of a world position. I have a very large heightmap and it results in a ton of lines that tank performance in debug mode especially.

Is there anything we can do currently to cull this on Jolt's side?

@jrouwe
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jrouwe commented Feb 23, 2025

If I understand correctly, the Heightfield is broken up into "blocks", right?

Yes, usually 4x4 samples.

Is there anything we can do currently to cull this on Jolt's side?

Currently no, the sample application culls the bounding box of the shape vs the camera frustum, but it then draws the entire shape or nothing.

For streaming purposes we split up our terrain in 512x512 chunks, so culling will happen per chunk in this case.

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