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2

This can be expected behaviour. When you map a buffer you are given a pointer, but there are no guarantees that this pointer is to the actual buffer data storage. In particular, since you specified the write and unsynchronized bits, it's OK for the pointer to be to any arbitrary memory which is then written to the actual buffer when you unmap or flush. In ...


0

For the count parameter, I needed to not use the number of triangles, but the number of vertices, also if I do that, I need to add a textureId to this.textureIdData for each vertex, and not for each triangle. I guess I forgot how gl.drawArrays worked... Here is the updated chunk class function Chunk(chunkX, chunkY, cameraMatrix) { this.chunkX = chunkX; ...


4

Is there a way to enable them in gameplay mode? The purpose of anchors is that they can be edited in the Scene window. You can't edit them in the Game window (like many other editable stuff), so there is no need for them to be visible there. But you can use Gizmos to visualize their positions in the Game window even when the game is not running. To do this ...


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