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Voxel edges should store material types #121

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bfops opened this issue Mar 29, 2015 · 4 comments
Closed

Voxel edges should store material types #121

bfops opened this issue Mar 29, 2015 · 4 comments
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bfops commented Mar 29, 2015

This has useful relevant stuff.

@bfops bfops mentioned this issue Mar 29, 2015
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@bfops bfops self-assigned this Sep 4, 2015
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bfops commented Sep 4, 2015

Procworld points out that whether or not we want to blend materials in transition areas depends on which materials they are.

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bfops commented Sep 4, 2015

It might be better to say that there is no blending between materials, but that they store extra attributes. E.g. instead of grass, dirt, snow, and stone materials, there would be a single terrain material that has extra data determining how much of each of these things it has.

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bfops commented Sep 4, 2015

There's also the more general approach of allowing multiple independent material layers on any edge. The time/space requirements might not work out though.

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bfops commented Sep 6, 2015

9104f05
9de7c26

@bfops bfops closed this as completed Sep 6, 2015
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