Open
Description
Describe the bug
VoxelGeneratorScript does not work at all. I tried a lot of things, from using a noise, to only calling set_voxel to calling set_voxel_f and so. There are no way to make it work. It does not take in account at all the data. I can set 1, 0, 100, 10000, 10.0, etc but it does not do anything.
To Reproduce
Use VoxelGeneratorScript.
Example:
func _generate_block(out_buffer, origin_in_voxels, lod):
out_buffer.fill_f(10.0, VoxelBuffer.CHANNEL_SDF)
func _get_used_channels_mask() -> int:
return 1 << VoxelBuffer.CHANNEL_SDF
Expected behavior
Show the voxels.
Environment
- OS: Ubuntu 20.04
- Vulkan API 1.3.242 - Forward+ - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce RTX 3070 Ti
- Godot 4.2 stable
- Module version an old one and the last from github (commit 19faf4b)
- Forward+