How to ensure a dynamically displaced mesh remains visible even when its original, undisplaced geometry are outside the camera’s field of view godot 4
I have a plane with a vertex displacement shader in Godot 4. The displacement forms a mountain-like shape. The issue arises when the player tilts their view upward: the vertices stop rendering. This seems to happen because the original, undisplaced plane moves outside the camera’s field of view (FOV). The rendering logic still considers the original geometry, not the displaced vertices, to determine visibility.
How to ensure a dynamically displaced mesh remains visible even when its original, undisplaced geometry are outside the camera’s field of view godot 4
I have a plane with a vertex displacement shader in Godot 4. The displacement forms a mountain-like shape. The issue arises when the player tilts their view upward: the vertices stop rendering. This seems to happen because the original, undisplaced plane moves outside the camera’s field of view (FOV). The rendering logic still considers the original geometry, not the displaced vertices, to determine visibility.