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fix(terrain): Cover the visible ground at high camera zoom #2785
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bf9ab08
fix(terrain): Cover the visible ground at high camera zoom
1f2e4a9
fix(terrain): Also grow the draw window for the scripted camera
sailro 42f99a7
perf(terrain): Grow the draw window only to the required block count
sailro 57b230f
perf(terrain): Simplify visible footprint projection
sailro 6e75968
fix(terrain): Keep draw bounds stable during camera rotation
sailro cf62708
refactor(terrain): Simplify footprint sizing
sailro 6fffd07
refactor(terrain): Keep the centering constant local
sailro 1f6460b
fix(terrain): Preserve legacy minimum draw behavior
sailro 95f3f4d
fix(terrain): Keep horizon fallback conservative
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When the top of the view shows sky the corner rays miss the ground, and this falls back to the full map. Cutscenes and low pitch cameras then draw the whole map. Can it use the normal or low angle size instead?
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Fixed in
1f6460baf. Horizon-crossing corner rays now use the normal or low-angle minimum draw size and leave centering to the existingcalcVis/low-pitch path instead of resizing to the full map.There was a problem hiding this comment.
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Follow-up after runtime testing: using the normal/low-angle minimum here is not safe, so I reverted that part in
95f3f4d92. On Whiteout at height 1500 and 10° pitch, the minimum fallback selected 257x257 and left large black terrain gaps with floating objects; the conservative map fallback selected 540x540 and rendered correctly. The separate change to use the projected center only after the window expands remains in place.