Organic biome borders and height-based terrain blending
- Status
- In review
- Milestone
- The world
- Area
- WorldRendering
- Priority
- high
- Updated
User feedback with a screenshot of a swamp beside sand: the ground reads as a chessboard of blobby diamonds. Causes: a per-tile Bayer dither in the biome classification of the map data, and the terrain shader's four-centre pick with a noise wobble and a dither band.
Done when the swamp/sand, a forest edge, a beach and a town street show no checkerboard or diamond blobs in client captures, the lookup cost is measured, and tests pass.
Built on claude/terrain-blend-165434: domain-warped climate borders in the bake, a hard
per-texel height pick between the terrains of the 3×3 tiles around each texel, kerbs and quays
kept, uniform-neighbourhood fast path. Follow-ups: terrain-stochastic-tiling,
terrain-macro-variation.
Related
- #109Organic biome borders and height-based terrain blending
- DocClient rendering (uo-client)
- DocWorld atlas
- PostGround without the chessboard
- ChangeThe ground no longer looks like a chessboard: kinds of ground meet along natural curves, and where they touch the higher one shows through: grass tufts over dirt, leaves spilling into clearings, water in low mud. Canal quays have unbroken stone walls.