Comments (3)
Texels are pixels on a texture, as opposed to pixels on a screen. It doesn't have density by itself.
Density is a ratio, and in the case of the mesh, it is the vertices per unit distance.
The only things that exist in this context are the heightmap texture and the mesh.
You can already import a heightmap of any size up to 16k.
It's only the density ratio of 1 texture pixel to 1 mesh vertex that is fixed. #131 allows this to be adjustable, so this ticket is a duplicate as was #198.
@tcoxon has a pending branch to enable transformation controls.
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Is there any reason this is not a duplicate of #131 or #77? Also see #198.
UV = v_vertex.xz;
This has to do with the scaling of the textures on the terrain and will do nothing to scale the mesh or heightmap. You can see it is reduced and used here:
Terrain3D/src/shaders/main.glsl
Line 195 in 1cc15ac
This might be the much more difficult task.
It is indeed not trivial.
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I did not see #198 while searching because it was closed, sorry about that. That issue sounds like pretty much the same thing.
#131 talks about mesh density, not texel density. Mesh density can be independent of texel density, but I think the texel density could be added to the issue as the two are related.
#77 to my understanding talks about the size of the regions, not the texel density of the heightmap or the density of the mesh.
Sorry about the misunderstandings, this issue is hard to talk about because of wording (texel, texture, mesh, density, size, scale, etc).
I am unsure if thats viable, but making the default Godot Transformation controls work on the Terrain node would enable us to change these densities all together. In HTerrain, thats how I can achieve different densities.
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Related Issues (20)
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