Godot Version
4.7 stable
Question
So I am making a small editable landscape/terrain system for my game and figured that for painting height I would use render targets so I would cast rays in 3d space and convert them into texture space to apply a specific alpha texture on to a render target.
The conversion isn’t a problem, the issue I am facing is I cannot figure out how do the SubViewports work for this kind of case. I saw some demos but they all have sprite nodes as children of the SubViewport that define the ViewportTexture. Now I could make it so I add little sprite nodes as I “paint” but that seems like it will add an excessive amount of nodes for a paint stroke and feels like there are other ways of achieving this, but maybe this is a godot-way of doing this kind of thing?
So if anyone could point me in the right direction with this I would be more than grateful ![]()