Implement terrain blending in the shader
Open
@TheJJ is already working on this.
Since Nov 13, 2014.
area: renderer
improvement
lang: c++
- Dominant language
- Python
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Description
The terrain blending should be updated to be processed in the shader directly instead of drawing and overlaying the tiles again and again.
When we activate the z-buffer, this overdrawing will no longer work (z-fighting yay).
The new plan is to meld all involved textures (blending masks and terrains) directly in one shader.
This generates just one drawable which is then compatible to z-buffering.
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