feat(streaming): load full column bedrock->surface to fix terrain holes

This commit is contained in:
MDietermann
2026-06-03 08:01:38 +02:00
parent cba6b8c761
commit 225c6f7253
6 changed files with 87 additions and 87 deletions

View File

@@ -5,17 +5,6 @@ using OpenTK.Mathematics;
public sealed class Configuration
{
public int RenderDistanceHorizontal { get; set; } = 8;
// Player-slab half-height in chunks. NOTE: repurposed by the visibility
// rework — this is no longer a global vertical load-box. It is how many
// chunks load above and below the player's chunk across the whole
// horizontal region, so caves at the player's depth render to the full
// horizontal distance.
public int RenderDistanceVertical { get; set; } = 2;
// Chunks loaded below the lowest surface chunk of each column. Gives the
// surface chunk a solid neighbor below (so its buried bottom faces cull)
// and covers cave mouths just under the surface.
public int SurfaceShellSkirtBelow { get; set; } = 1;
// Distance fog begins at this fraction of the fog-end distance (fog end is
// derived from RenderDistanceHorizontal). 0.7 → fog starts at 70% of the edge.

View File

@@ -41,8 +41,8 @@ public sealed class Game : GameWindow
{
base.OnLoad();
Log.Information("Game starting with seed={Seed} renderDistanceH={H} renderDistanceV={V}",
this._cfg.Seed, this._cfg.RenderDistanceHorizontal, this._cfg.RenderDistanceVertical);
Log.Information("Game starting with seed={Seed} renderDistanceH={H}",
this._cfg.Seed, this._cfg.RenderDistanceHorizontal);
GL.ClearColor(this._cfg.SkyColor.X, this._cfg.SkyColor.Y, this._cfg.SkyColor.Z, 1.0f);
GL.Enable(EnableCap.DepthTest);