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smoother holes #73
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ah ok so moving the code to the fragment does the trick...
now i just need to figure out how to do antialiasing in the color texture when drawing to it... |
godotengine/godot#10241 |
Note that in practice, I don't intent to make holes "beautiful". They exist because it allows to place a mesh on top of the edges, which are not supposed to be seen in the end. For example, a cave entrance or a tunnel should have rocks or bricks all around the hole. I even considered not using |
Ah that's because I didn't show the picture of the trench I made. It's less
to do with beautiful and more to do with high aspect holes which is due to
my game involving wwi
…On Saturday, March 2, 2019, Marc ***@***.***> wrote:
Note that in practice, I don't intent to make holes "beautiful". They
exist because it allows to then place a mesh on top of the edges, which are
not supposed to be seen in the end. For example, a cave entrance or a
tunnel should have rocks or bricks all around the hole.
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Hi Zylann,
You got any idea on how to increase the resolution on the color map texture (for hole masks)?
Actually in the process I ended up thinking of a solution... your simple4.shader is getting the tint texture in the vertex shader instead of fragment (for perf. reasons, but that explains why the holes match the vertices LOD...). But I think LOD holes are non-ideal since they can become quite obvious at far distances...
I'll keep the issue to document my progress..
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