Map created with Tiles

Once again, Panda3D does this in isolation from reality. For example, it generates shaders on the fly when it is not asked to do so…

Thank You!!! This will help.

It fit Perfect! Thanks again, why don’t i think about this earlier, blank geoms it’s work perfect.
Big plus i can control geoms visibility thru ECS.

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I have demonstrated this approach in detail with the ability to edit tiles.

For those who are arguing, I will not show who… as an alternative, you can implement it in a different way - using the features built into Panda3D.

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I don’t think that it generates shaders unless one actually activates the auto-shader–and that can be done on specific nodes, if desired, allowing control over where shaders are made.

And beyond that, the auto-shader allows the developer to not worry about shaders, should they so desire; if the developer just wants standard shaders for their scene, Panda allows them to get that without having to make their own.

For other, less-optional elements (like culling), I’d argue that it is, for most, preferable to have such things be handled by the engine.

After all, the purpose of an engine is to allow the developer to focus on the actual game-code, and not the underlying technical stuff (or at least, to a greater degree than without).

Reading your message, for some reason, I remembered this post.

I came up with another life hack to overcome this, if you don’t use culling nodes, set the camera’s field of view to 90 degrees before starting the game and rotate 360 degrees along the X and Z axes.