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I had a discussion with a shader ninja friend about how to properly texture a terrain, and I learned an efficient way to do it is to use texture arrays, or 3D textures, along with a clever use of blend indices, reducing texture fetches from N (any number of textures) to always 4, or 8 depending on your setup.
These features are available in GLES3, maybe even in GLES2.
Given that I plan to contribute a terrain module/plugin (and work on related things such as a voxel-based one), is it planned to have texture arrays support or 3D textures in Godot 3.0? Or is it already supported?
(I also thought a Minecrafty terrain would benefit a lot from this because it would fix the limitations of using an atlas, which currently creates seams due to mipmapping)
The text was updated successfully, but these errors were encountered:
Are there any plans currently to go forward with this? I've been evaluating Godot for some projects, but at the moment the lack of texture array support is a deal-breaker.
I had a discussion with a shader ninja friend about how to properly texture a terrain, and I learned an efficient way to do it is to use texture arrays, or 3D textures, along with a clever use of blend indices, reducing texture fetches from N (any number of textures) to always 4, or 8 depending on your setup.
These features are available in GLES3, maybe even in GLES2.
Given that I plan to contribute a terrain module/plugin (and work on related things such as a voxel-based one), is it planned to have texture arrays support or 3D textures in Godot 3.0? Or is it already supported?
(I also thought a Minecrafty terrain would benefit a lot from this because it would fix the limitations of using an atlas, which currently creates seams due to mipmapping)
The text was updated successfully, but these errors were encountered: