Put a body-fixed patch back into render space, on the body it belongs to.
Called once per patch per frame, and that frequency is the point: the body's
pose changes every tick, so anything that bakes it into vertex data is stale
before it is drawn. This is the same two lines the datum sphere gets from
placeAt, which is why the sphere tracked the planet correctly while the
terrain in front of it did not.
bodyPosition and scale come from that same placeAt, and the patch has
to wear both. Beyond NEAR_LIMIT — two thousand kilometers, which the
surface tier reaches out to more than eight radii — a body is drawn at a
compressed distance and a matching scale, so its angular size survives and
its depth does not. Terrain placed at true meters against a sphere placed at
compressed ones is not slightly wrong, it is somewhere else. The old opacity
fade hid this by drawing no terrain above about an octave of altitude; with
the fade retired the patches reach the compressed range on every approach.
- patchRenderPatch
- Undocumented
- bodyPositionVec3
- Undocumented
- bodyOrientationQuat
- Undocumented
- scalenumber
- Undocumented