I’m currently having a problem where my landscape components get rendered just a tiny bit too late when moving the camera around a mesh on the x/y axes. It results in ugly flickering triangles of sky around the edges of the mesh when I move, which is something I’d like to avoid. My suspicion was that the bounds for the landscape components are set too narrow on the x and y axes, which I’ve checked with the r.VisualizeOccludedPrimitives command and indeed seems to be the case.
I’ve searched high and low, but it appears that setting bounds on the x and y axes is not possible for landscape components for some reason. Changing the negative and positive z bounds of the components did not change anything, as would be expected since the z axis is not the issue. Is there any way in which I could solve this problem, other than not using landscapes?
Unfortunately I haven’t. For my current project I’ve chosen to use meshes instead of landscapes, even though that’s less ideal for what I want.
I do think that this is a functionality that should be implemented, as in the current state the landscapes can’t be used in combination with occlusion culling for third or first person games.
Coming back months later, I had solved the problem by modifying a Landscape value:
“NegativeZBoundsExtension” and “PositiveZBoundsExtension” both at 10000000
Occlusion culling must not be disabled! It’s an heresy!