Expand description
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
Node3Dyou add to a Godot scene.