Slashscreen
Slashscreen
you mean via `img = Terrain3DStorage.load_image(height_file_name, ResourceLoader.CACHE_MODE_IGNORE, r16_range, r16_size)` (line 62)? Also, the brush tool must only update a region, right? I'd like to be able to offer real-time feedback...
Data is sent to the GPU [here](https://github.com/outobugi/Terrain3D/blob/fd44f99a4bcbd4ab3106ebca3626d0387aa30364/src/terrain_3d_storage.cpp#L219C43-L219C43)?
It looks like you're making an ARPG, which this framework is not designed for.
Hang on, my garden is using TRES instead of RES. That might be an issue. Is there an easy way to change which it's using?
> Where exactly is it using tres instead of res? I don't think any critical code really depends on res over tres though The garden work directory - greenhouse.tres, toolshed.tres....
Here's a MRP. Just scrolling in and out should show it. Perhaps the problem is that the octree sizes are too big, and so it's not spawning a lot of...
Changing the number of trees per chunk to be smaller did not change hitching.
Before you try this: I've done testing when I was working with ProtonScatter, and instantiating a packed scene is much faster than duplicating a tree. The fact that it's editor-only...
I tried the static bodies node idea I had, but it didn't result in any performance gains. Is it critical that the tree be visible within the editor tree?