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Module celestial

Module celestial 

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The Celestial node (Phase 2, CEL-62): a rendered, navigable chunked quadtree planet. Strictly additive to the clipmap.

Each frame the CPU selects the visible chunk cut (select_chunks), maps it to stable GPU slots (ChunkCache), and — only when the cut changes — stages the dirty descriptors + instances for a render-thread CesChunkJob that realizes chunk vertices into a shared vertex pool (positions in a sampleable pos_tex, attributes in verts_tex). The chunk MultiMesh’s terrain_chunk.gdshader material samples those textures, so geometry/colour come straight from the GPU with no CPU readback. On a stationary camera the cut is identical, the cache reports zero realizes, and no job is scheduled — executes stops growing.

Structs§

Celestial
A procedural planet: the Node3D you add to a Godot scene.