Expand description
Procedural grass. The patch is split into square chunks; each chunk is one merged mesh with its
own bounds, so the renderer frustum-culls whole chunks. Wind animation and distance thinning
happen on the GPU in builtin:grass; the meshes are built once.
Chunks are Transient child entities: they never appear in the hierarchy or in saved scenes.
Structs§
- Grass
- Seeded grass patch split into transient mesh chunks for frustum culling. Wind is animated by the grass shader; geometry is rebuilt when parameters change.
Constants§
- BLADE_
TRIANGLES - Triangles per blade, both sides.
- BLADE_
VERTICES - Vertices per blade: four rows of two plus the tip.
Functions§
- chunk_
grid - Grid of chunks covering the patch:
(columns, rows). - chunk_
mesh - Builds the blades of chunk
(ix, iz); vertices are relative to the chunk centre. - update
- Rebuilds changed grass patches and their transient mesh chunks.