standalone: speed round 2 -- far biome colour grid (payload -365 ms), whole view 1.90 s @8w full payload
- Per-vertex biome lookup was the payload cost (~365 ms); far tiles now take the biome palette from a per-tile grid. Same channels (palette, slope, border blend, UV) and ceiling/ground sections. - Opt-in --max-clip-level=8: 6,498 -> 2,226 tiles, stream 0.876 -> 0.428 s, 1.451 s process wall. Kept opt-in: six fixed views cannot prove every distant thin stratum survives. - W1/W8 hashes equal across 11 outputs; routes 5642/5642; five captures pixel-identical, passage 382 px differ (max delta 16). - Rejected with measurements: LOD6 empty-block proof (-21% samples, no wall gain), far supertiles (no complete groups exist). Remaining long pole: shape compile 0.854 s. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -113,6 +113,9 @@ FVoxelMeshData UVoxelMarchingCubesMesher::GenerateMesh(FIntVector OriginVoxels,
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if (OutDensitySampleCount) { *OutDensitySampleCount = 0; }
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if (OutDebugDensitySamples) { OutDebugDensitySamples->clear(); }
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if (!Generator) return MeshData;
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const bool bEmitUV = !bStandaloneSkipUvAndColors && !bStandaloneSkipUV;
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const bool bEmitColors = !bStandaloneSkipUvAndColors && !bStandaloneSkipColors;
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const bool bUseCoarseFarBiomeGrid = Step >= 64;
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VoxelDensityProfile::FScopedTimer MesherProfileTimer(
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VoxelDensityProfile::EBucket::MesherGenerateMesh);
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VoxelDensityProfile::FScopedTimer MesherSetupTimer(
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@@ -166,6 +169,49 @@ FVoxelMeshData UVoxelMarchingCubesMesher::GenerateMesh(FIntVector OriginVoxels,
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SurfColMemo.Reset();
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}
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struct FBiomeGridSample
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{
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int32 Dominant = 0;
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int32 Neighbor = 0;
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float Blend = 0.0f;
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};
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struct FBiomeTileGridSamples
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{
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FBiomeGridSample Corners[4];
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};
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static thread_local TMap<int32, FBiomeTileGridSamples> BiomeTileGridMemo;
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const int32 BiomeGridSpacing = bUseCoarseFarBiomeGrid
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? FMath::Clamp(InCellsPerAxis, 2, CHUNK_SIZE) * Step : 1;
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if (bUseCoarseFarBiomeGrid && bEmitColors)
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{
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BiomeTileGridMemo.Reset();
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}
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auto GetBiomeTileGridSamples = [&](int32 ChunkZ) -> FBiomeTileGridSamples
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{
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if (const FBiomeTileGridSamples* Existing = BiomeTileGridMemo.Find(ChunkZ))
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{
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return *Existing;
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}
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FBiomeTileGridSamples Samples;
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const float SampleZ = static_cast<float>(ChunkZ * CHUNK_SIZE + CHUNK_SIZE / 2);
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const int32 TileMaxX = OriginVoxels.X + BiomeGridSpacing;
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const int32 TileMaxY = OriginVoxels.Y + BiomeGridSpacing;
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Generator->GetBiomeMaterialAt(static_cast<float>(OriginVoxels.X),
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static_cast<float>(OriginVoxels.Y), SampleZ,
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Samples.Corners[0].Dominant, Samples.Corners[0].Neighbor, Samples.Corners[0].Blend);
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Generator->GetBiomeMaterialAt(static_cast<float>(TileMaxX),
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static_cast<float>(OriginVoxels.Y), SampleZ,
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Samples.Corners[1].Dominant, Samples.Corners[1].Neighbor, Samples.Corners[1].Blend);
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Generator->GetBiomeMaterialAt(static_cast<float>(OriginVoxels.X),
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static_cast<float>(TileMaxY), SampleZ,
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Samples.Corners[2].Dominant, Samples.Corners[2].Neighbor, Samples.Corners[2].Blend);
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Generator->GetBiomeMaterialAt(static_cast<float>(TileMaxX),
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static_cast<float>(TileMaxY), SampleZ,
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Samples.Corners[3].Dominant, Samples.Corners[3].Neighbor, Samples.Corners[3].Blend);
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return BiomeTileGridMemo.Add(ChunkZ, Samples);
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};
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// Normale fournie par l'appelant (gradient lu dans la grille de densité, T1.b) —
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// plus d'échantillonnage de densité par vertex. RawNormal pointe solide→air ; on la
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// normalise ici (fallback up si dégénérée).
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@@ -194,16 +240,56 @@ FVoxelMeshData UVoxelMarchingCubesMesher::GenerateMesh(FIntVector OriginVoxels,
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}
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MeshData.Normals.Add(Normal);
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if (!bStandaloneSkipUvAndColors)
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if (bEmitUV)
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{
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// UVs planaires — le triplanar mapping se fait dans le matériau.
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MeshData.UVs.Add(FVector2f(WorldPos.X / VOXEL_SIZE, WorldPos.Y / VOXEL_SIZE));
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}
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if (bEmitColors)
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{
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//-----------------------------------------------------------------
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// VERTEX COLOUR — masks for biome palette, slope and border blend.
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int32 PalD = 0, PalN = 0; float BlendW = 0.0f;
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Generator->GetBiomeMaterialAt(WorldPos.X / VOXEL_SIZE, WorldPos.Y / VOXEL_SIZE,
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WorldPos.Z / VOXEL_SIZE, PalD, PalN, BlendW);
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if (bUseCoarseFarBiomeGrid)
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{
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const float VoxelX = WorldPos.X / VOXEL_SIZE;
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const float VoxelY = WorldPos.Y / VOXEL_SIZE;
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const float VoxelZ = WorldPos.Z / VOXEL_SIZE;
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const float TX = FMath::Clamp(
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(VoxelX - static_cast<float>(OriginVoxels.X))
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/ static_cast<float>(BiomeGridSpacing), 0.0f, 1.0f);
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const float TY = FMath::Clamp(
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(VoxelY - static_cast<float>(OriginVoxels.Y))
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/ static_cast<float>(BiomeGridSpacing), 0.0f, 1.0f);
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const int32 ChunkZ = FMath::FloorToInt(VoxelZ / static_cast<float>(CHUNK_SIZE));
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const FBiomeTileGridSamples TileSamples = GetBiomeTileGridSamples(ChunkZ);
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const FBiomeGridSample& S00 = TileSamples.Corners[0];
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const FBiomeGridSample& S10 = TileSamples.Corners[1];
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const FBiomeGridSample& S01 = TileSamples.Corners[2];
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const FBiomeGridSample& S11 = TileSamples.Corners[3];
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const FBiomeGridSample* Nearest = &S00;
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if (TX >= 0.5f) Nearest = TY >= 0.5f ? &S11 : &S10;
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else if (TY >= 0.5f) Nearest = &S01;
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PalD = Nearest->Dominant;
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PalN = Nearest->Neighbor;
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BlendW = Nearest->Blend;
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if (S00.Dominant == PalD && S00.Neighbor == PalN
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&& S10.Dominant == PalD && S10.Neighbor == PalN
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&& S01.Dominant == PalD && S01.Neighbor == PalN
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&& S11.Dominant == PalD && S11.Neighbor == PalN)
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{
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const float B0 = FMath::Lerp(S00.Blend, S10.Blend, TX);
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const float B1 = FMath::Lerp(S01.Blend, S11.Blend, TX);
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BlendW = FMath::Lerp(B0, B1, TY);
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}
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}
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else
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{
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Generator->GetBiomeMaterialAt(WorldPos.X / VOXEL_SIZE, WorldPos.Y / VOXEL_SIZE,
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WorldPos.Z / VOXEL_SIZE, PalD, PalN, BlendW);
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}
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const uint8 R = (uint8)FMath::Clamp(PalD, 0, 255);
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const uint8 A = (uint8)FMath::Clamp(PalN, 0, 255);
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const uint8 G = (uint8)FMath::Clamp(FMath::RoundToInt((1.0f - FMath::Abs((float)Normal.Z)) * 255.0f), 0, 255);
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@@ -1314,9 +1400,12 @@ FVoxelMeshData UVoxelMarchingCubesMesher::GenerateMesh(FIntVector OriginVoxels,
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const int32 Idx = MeshData.Vertices.Num();
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MeshData.Vertices.Add(Pos);
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MeshData.Normals.Add(Nrm);
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if (!bStandaloneSkipUvAndColors)
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if (bEmitUV)
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{
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MeshData.UVs.Add(FVector2f(Pos.X / VOXEL_SIZE, Pos.Y / VOXEL_SIZE));
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}
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if (bEmitColors)
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{
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MeshData.Colors.Add(Col); // parallel with the other vertex arrays
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}
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return Idx;
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@@ -1342,8 +1431,8 @@ FVoxelMeshData UVoxelMarchingCubesMesher::GenerateMesh(FIntVector OriginVoxels,
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const FVector NA = MeshData.Normals[iA];
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const FVector NB = MeshData.Normals[iB];
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const FColor CA = bStandaloneSkipUvAndColors ? FColor::White : MeshData.Colors[iA];
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const FColor CB = bStandaloneSkipUvAndColors ? FColor::White : MeshData.Colors[iB];
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const FColor CA = bEmitColors ? MeshData.Colors[iA] : FColor::White;
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const FColor CB = bEmitColors ? MeshData.Colors[iB] : FColor::White;
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const int32 iA2 = AddSkirtVert(PA - NA * SkirtDepth, NA, CA);
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const int32 iB2 = AddSkirtVert(PB - NB * SkirtDepth, NB, CB);
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