Fix stacked trees at zone boundaries#2778
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TerrainSampler.HeightmapDimension returns a number of vertices, so (fence post problem) the height map dimension is heightmapScale.x * (HeightmapDimension - 1), not heightmapScale.x * HeightmapDimension. By using the latter, nature billboards are placed too far apart from one another, and the last billboard of a zone can land very close to the first billboard of the next zone. Say tDim = 128 and hDim = 129 (default values), scale = terrainData.heightmapScale.x * (float)hDim / (float)tDim = 6.4500003 largest x value is x = tDim - 1 = 127 x * scale = 819.14996 when zone is terrainData.heightmapScale.x * (float)(hDim - 1) = 819.2
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@KABoissonneault same bug exists in Location Loader |
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Honestly not surprised to see off-by-ones in this code. Gonna have a look later, at least it's code I'm familiar with. |
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TerrainSampler.HeightmapDimension returns a number of vertices, so (fence post problem) the height map dimension is heightmapScale.x * (HeightmapDimension - 1), not heightmapScale.x * HeightmapDimension.
By using the latter, nature billboards are placed too far apart from one another, and the last billboard of a zone can land very close to the first billboard of the next zone.
Say tDim = 128 and hDim = 129 (default values),
scale = terrainData.heightmapScale.x * (float)hDim / (float)tDim = 6.4500003
largest x value is x = tDim - 1 = 127
x * scale = 819.14996
when zone is terrainData.heightmapScale.x * (float)(hDim - 1) = 819.2