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Optimize grass rendering with GPU scatter and indirect draws - #137

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vanlueckn merged 1 commit into
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t3code/optimize-grass-rendering
Sep 4, 2026
Merged

Optimize grass rendering with GPU scatter and indirect draws#137
vanlueckn merged 1 commit into
mainfrom
t3code/optimize-grass-rendering

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Summary

  • Replace CPU-generated grass meshes with GPU scatter compute and indirect draws.
  • Add a cached ground height/weight texture to place grass and exclude fields, roads, and water.
  • Add configurable grass range and density for Low, Medium, and High quality settings.
  • Preserve weather, lighting, wind animation, seasonal behavior, and terrain-based grass variation.
  • Document the new renderer and update grass-quality localization text.

Testing

  • Not run; no test results were provided.

- Cache ground data on the GPU and exclude fields, roads, and water
- Add quality-based grass range and density settings
@vanlueckn
vanlueckn force-pushed the t3code/optimize-grass-rendering branch from 76fdeb8 to 9133531 Compare September 4, 2026 04:17
@vanlueckn
vanlueckn merged commit e7dacf7 into main Sep 4, 2026
@vanlueckn
vanlueckn deleted the t3code/optimize-grass-rendering branch September 4, 2026 04:17
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