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Two changes that work together: 1. terrain_mesh.cpp: bump texture-coord scale from 1× to 4× per chunk so the texture's own pattern repeats every ~8 yards instead of every ~33 yards. At 1×, the texture's repeat frequency syncs with the chunk grid and any per-chunk alpha difference reads as a hard 33-yard square. At 4× the pattern noise breaks up the boundary line and the eye stops locking onto the grid. 2. terrain.frag.glsl: widen the alpha-edge feather from 3 to 8 texels and use 9 taps instead of 5 so per-chunk alpha values bleed across the chunk boundary instead of stepping. Hard alpha steps were the second contributor to visible chunk tiles in painted regions. Reported by user via screenshot showing obvious chunk-grid artifacts in painted areas of the texture-paint editor. |
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| .. | ||
| addons | ||
| audio | ||
| auth | ||
| core | ||
| game | ||
| math | ||
| network | ||
| pipeline | ||
| rendering | ||
| ui | ||
| main.cpp | ||