Improve generated river terrain

This commit is contained in:
Alexander Sellite 2026-08-24 20:21:49 -04:00
parent 8456093f8c
commit e6f46dcad9
21 changed files with 586 additions and 18 deletions

View file

@ -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.