Now it doesn’t look griddy at all. This is only interpolating the colors with their alpha. I don’t have it yet working with the textures, but that should be easy now.
It was arduous getting this to work smoothly. So many ways to go wrong.
Now the textures cells are bilinear interpolated too. (each splat cell has a color and a texture). Now I have to solve the seams at the tile boundaries, and at the world x=0 or y=0 axis where my function to get 0..1 coords within a cell seems to ‘mirror’. There are still random colors mixed in, but much more subdued since I am not making candyland.
A very long time ago I posted a question about having tiles with different terrain parameters next to each other. I was unable to smooth them to look good, the corner area was always messed up against the other tiles. It is the same issue I solved to smooth the colors/textures. So now I can solve that and have a world that has different looking regions. I plan to share all this effort, perhaps somebody is needing fast, light terrain for their application? It should be almost a drop in replacement for tcastleterrain (though still needs castleterrain for the noise generation). Anybody want to be an early adopter?