Improve generated river terrain
This commit is contained in:
parent
8456093f8c
commit
e6f46dcad9
21 changed files with 586 additions and 18 deletions
|
|
@ -261,9 +261,11 @@ copies of the entire customization catalog.
|
|||
|
||||
### Texture sampling
|
||||
|
||||
NETfishing artwork always uses nearest-neighbor sampling. Do not enable linear,
|
||||
bilinear, trilinear, or anisotropic texture filtering, and do not generate
|
||||
mipmaps. Shader samplers must declare `filter_nearest`. The
|
||||
NETfishing artwork uses nearest-neighbor sampling. Do not enable linear,
|
||||
bilinear, trilinear, or anisotropic texture filtering. Shader samplers must
|
||||
declare `filter_nearest`. The three canonical repeating terrain textures are
|
||||
the sole mipmap exception: their projected shader uses nearest-filtered
|
||||
mipmaps to prevent distance aliasing without smoothing nearby pixels. The
|
||||
`TextureSamplingPolicy` autoload applies nearest sampling to 2D canvas items,
|
||||
Sprite3D presentations, imported 3D materials, and dynamically constructed
|
||||
mesh materials at runtime.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue