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Fixed in 2019.3

Votes

0

Found in

Issue ID

1170807

Regression

No

When "draw instanced" is changed for entire terrain group and then undone, it is only undone for the terrain that was selected

Terrain

-

Repro steps:
1.Create terrain with neighbors
2. Go into terrain settings and check or uncheck "draw instanced"
3. ctrl+z
Expected result: all terrains have the check or uncheck undone
Actual result: only the terrain that was selected when checked or unchecked is changed.

Comments (3)

  1. E9bd1875e8aecfef1d0eb0925cca7e2d?d=mm

    patriciasperry32

    Aug 16, 2019 09:06

    I have drawn a terrain for making the garden in my VR application for https://leatherchase.com/. If you are using instance it includes the mesh and it has also the sub-option of polygon mesh for selecting the whole terrain.

  2. Bd86206d7634d6ec2bb309752f930103?d=mm

    Himanshu0709

    Jul 22, 2019 07:24

    If you were looking for some best online game then from here https://mahjongconnectonline.com play mahjong connect game online without any pay and app installation the goal in the game is really challenging that you loves to play online for free.

  3. F86afdb5b2e78909e69fc231ff71bda1?d=mm

    khethealine

    Jul 20, 2019 10:29

    hey the word "instancing" means that we have a base mesh but many instances of this quad.
    TECHNICALLY it's done via several buffers:
    - some of them the base mesh.
    - it's describe the particular of each instance.
    in some cases;
    - some buffer for particular centers.
    - it's have particular colors.
    https://www.6dollarsessay.com/ i use it when i did this coding.
    static const GLfloat g_vertex_buffer_data[] = {
    -0.5f, -0.5f, 0.0f,
    0.5f, -0.5f, 0.0f,
    -0.5f, 0.5f, 0.0f,
    0.5f, 0.5f, 0.0f,
    };
    GLuint billboard_vertex_buffer;
    glGenBuffers(1, &billboard_vertex_buffer);
    glBindBuffer(GL_ARRAY_BUFFER, billboard_vertex_buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);

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